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Sound  Synthesis  And  The  Personal  Computer  —  Past  Present  And  Future 


$2,50 
January 
1983 
Issue  32 
Vol.  5,  No.  1 

63379  £1,85  in  UK 


COMPUTE! 

The  Leading  Magazine  Of  Home,  EducaHonai,  And  Recreational  Computing 

Music,  Sound,  And  The  Personal  Computer 

19  > 


Music  And  Sound 
For  VIC,  Apple, 
Atari,  PET/CBM, 
And  The 
Sinclair/Timex 

The  Juggler, 
Thunderbird: 
TWO  Exciting  Gome 
Programs  For  ViC-20 
Atari,  And  TRS-80 
Color  Computer 

Writing  Transportable 
BASIC  Programs  For 
Personal  Computers 


A  New  Monthly 
Column: 
Programming 
Ttie  TI-99/4A 

A  Home  Energy 
Calculator  For 
Atari,  Apple,  VIC-20, 
PET/CBM,  And 
Commodore  64 

a  1 


"74470'l63379 


Plus  Reviews  For 
VIC,  Atari,  Apple 
Sinclair,  And  PET/CBM 


"NEVER 


forgets: 


MORE  THAN  JUST  ANOnn  PREm  nCE, 


Says  who?  Says  ANSI. 

Specifically,  subcommittee  X3B8  of  the  American 
National  Standards  Institute  (ANSI)  says  so.  The  fact 
is  all  Elephant^'^  floppies  meet  or  exceed  the  specs 
required  to  meet  or  exceed  all  their  standards. 

But  just  who  is  "subcommittee  X3B8"  to  issue  such 
pronouncements? 

They're  a  group  of  people  representing  a  large, 
well-balanced  cross  section  of  disciplines— from 
academia,  government  agencies,  and  the  computer 
industry.  People  from  places  like  IBM,  Hewlett-Packard, 
3M,  Lawrence  Livermore  Labs,  The  U.S.  Department 
of  Defense,  Honeywell  and  The  Association  of  Com- 
puter Programmers  and  Analysts.  In  short,  it's  a  bunch 
of  high-caliber  nitpickers  whose  mission,  it  seems,  in 
order  to  make  better  disks  for  consumers,  is  also  to 


make  life  miserable  for  everyone  in  the  disk-making 
business. 

How?  By  gathering  together  periodically  (often, 
one  suspects,  under  the  full  moon)  to  concoct  more 
and  more  rules  to  increase  the  quality  of  flexible 
disks.  Their  most  recent  rule  book  runs  over  20  single- 
spaced  pages— listing,  and  insisting  upon— hundreds 
upon  hundreds  of  standards  a  disk  must  meet  in 
order  to  be  blessed  by  ANSI.  (And  thereby  be  taken 
seriously  by  people  who  take  disks  seriously.) 

In  fact,  if  you'd  like  a  copy  of  this  formidable  docu- 
ment, for  free,  just  let  us  know  and  we'll  send  you 
one.  Because  once  you  know  what  it  takes  to  make 
an  Elephant  for  ANSI . . . 

We  think  you'll  want  us  to  make  some  Elephants 
for  you. 


EEPHANT.  HEflTYDUTYDISKS. 

For  0  free  poster-size  portrait  of  our  powerful  pachyderm,  please  write  us. 

Distributed  Exclusively  by  Leading  Edge  Products,  Inc.,  225  Turnpike  Street,  Canton,  Massachusetts  02021 

Call:  toll-free  1-800-343-6833;  or  in  Massachusetts  call  collect  (617)  828-8150.  Telex  951-624. 


IF  YOU'RE  WAITING  FOR  THE 

PRICE  OF  WORD  PROCESSORS 

TO  FALL  WITHIN  REASON, 


Everyone  expected  it  would  happen 
sooner  or  later. .  .with 
it  already  has!  Now  all  the  marvelous 
benefits  of  expensive  and  advanced 
vi/ord  processing  systems  are  available 
on  Commodore  computers,  America's 
largest  selling  computer  line.  WordPro 
PLUS,  when  combined  with  the  new  80 
column  CBM  8032,  creates  a  word  pro- 
cessing system  comparable  to  virtually 
any  other  top  quality  word  processor 
available— but  at  savings  of  thousands 
of  dollars! 

TM  WordPro  is  a  Regislered  Tradamark  of  ProlBssional  Software.  Inc.  WordPro  was  writlen  by  Steve  Punier. 
AN  specif  icaiions  subject  to  change  wittiout  notice. 


New,  low  cost  computer  technology  is 
now  available  at  a  fraction  of  what  you 
would  expect  to  pay.  This  technology 
allowed  Commodore  to  introduce  the 
new  and  revolutionary  CBM  8032 
Computer. 

WordPro  PLUS  turns  this  new  CBM 
8032  Computer  into  a  sophisticated, 
time  saving  word  processing  tool.  With' 
WordPro  PLUS,  documents  are  dis- 
played on  the  computer's  screen.  Edit- 
ing and  last  minute  revisions  are  simple 
and  easy.  No  more  lengthy  re-typing 
sessions.  Letters  and  documents  are 
easily  re-called  from  memory  storage 
for  editing  or  printing  with  final  drafts 
printed  perfectly  at  over  five  hundred 
words  per  minute! 


.^4 


Our  nationwide  team  of  professional 
dealers  wiil  show  you  how  your  office 
will  benefit  by  using  WordPro  PLUS.  At 
a  price  far  less  than  you  realize. 


Invest  in  your  office's  future. . . 
Invest  in 

Call  us  today  tor  ttie  name  of  the 
WordPro  PLUS  dealer  nearest  you. 


Professional  Software  Inc. 

51  Fremont  Street 
Needham,  MA  021 94 
(617)444-5224 
TELEX: 95 1579 


V 


Ifitrodttcifig  Snooper  Troops 

detective  series. 

Edticatioiial  games  that  turn  ordinary 

homes  into  Sherlock  homes. 


Where  can  you  find  educational 
games  that  your  Kids  will  really  enjoy 
playing? 

Elennentary,  my  dear  Watson.  From 
Spinnaker. 

Our  Snooper  Troops  detective  games 
are  fun,  exciting  and  challenging.  And 
best  of  all,  they  have  real  educational 
value.  5o  while  your  kids  are  having 
fun,  they're  learning. 

As  a  Snooper  Trooper,  your  child 
will  have  a  great  time  solving  the 
mysteries.  But  it  will  take  some 
daring  detective  work.  They'll 
have  to  question  suspects,  talk  to 
mysterious  agents,  and  even  search 
dark  houses  to  uncover  clues. 

The  Snooper  Troops  programs  are 
compatible  with 


-JSix 


Apple,®  IBM*  and      -.. 

Atari®  computers  and 

provide  your  kids  with  everything  they 

need;  a  SnoopMobile,  a  wrist  radio,  a 

Snoophet  computer,  a  camera  for  taking 

Snoopshots  and  even  a  notebook  for 

keeping  track  of  information. 

Snooper  Troops  detective  games  help 
your  children  learn  to  take  notes,  draw 
maps,  organize  and  classify  information 
and  they  help  develop  vocabulary  and 
reasoning  skills.  All  while  your  kids  are 
having  a  good  time. 

So  if  you  want  to  find  educational 
games  that  are  really  fun,  here's 
a  clue:  Snooper  Troops  games  are 
available  at  your  local  software 
store,  or  by  wnting  to;  Spinnaker 
Software,  215  First  Street  Cam- 
bridge, MA  02142. 


e  5plnnaher  Soltuwre  Corp.  1982 


Spinnakeiis  early  learning 
games  will  help  make  your  children 
as  smart  as  yon  tell  eyeryone  they  are. 


Your  kids  are  pretty  smart.  '^Sfe^. 

After  all,  they're  your  kids. 

Spinnaker  can  help  make  them  even 
smarter  With  a  line  of  educational  software 
thatklds  love  to  play 

Spinnaker  games  make  the  computer 
screen  come  to  life  with  fulf  color  graphics 
and  sound.  And  they're  fun.  Lots  of  fun.  But 
they  also  have  real  educational  value. 

Some  of  our  games  help  exercise  your 
child's  creativity.  Others  improve  memory 
and  concentration.  While  others  help  to 
improve  your  child's  writing,  vocabulary, 
and  spelling  skills. 

And  every  Spinnaker  game  provides 
familiarity  with  the  computer  and  helps  your 
children  feel  friendly  with  the  computer 
Even  if  they've  never  used  a  comput- 
er before. 

And  Spinnaker  games  are  compati- 
ble with  the  most  popular  computers: 
Apple,®  Atari®  and  IBM* 

Our  newest  game,  KinderComp"* 
(Ages  3-8)  is  a  collection  of  learn- 
ing exercises  presented  in  a  fun 
and  exciting  manner. 


Sj^^       '^^      Rhymes  and  Riddles'" 
"•  " '  (Ages  4-9)  is  a  letter  guess- 

ing game  featuring  kids' 
favorite  riddles,  famous  say- 
ings and  nursery  rhymes. 
Story  Machine'"  (Ages 
5-9)  lets  children  write  their 
own  stories  and  see  them 
come  to  life  on  the  screen. 
And  rACEMAt^ER'"  lets  your 
children  create  their  own  funny 
faces  and  make  them  wink,  smile, 
wiggle  ears  (not  your  kids' ears, 
the  ears  on  the  screen),  etc. 
And  we're  intro- 


ducing new  games 
all  the  time. 

So  look  for  Spinnaker 
games  at  your  local 
software  retailer  or  by 
writing  to:  Spinnaker 
Software,  215  First  St., 
Cambridge,  MA  02142. 
And  show  your  kids 
how  smart  their  par- 
ents really  are. 


We  make  learning  tun. 


Apple,  iBH  arid  Atari  are  registKM  tradeirwhi  or  Apple  Computer,  inc.,  IfNteffTflUpfui  Btomtto  nacfurvea  Corp  arvi  Aiao.  ux .  rewecuvety 


THE  ONLY  CHOICE  FOR  SERIOUS  ATARI*  OWNERS  1 


iTiR^OSOIC 

ELEaRONlCS,  INC 


January  1983    Vol.  5,  No.  i 


FEATURES 


26  Sound  Synthesis Tom  R.  HalfhiJI 

36  Writing  Transportabfe  BASIC  Ecfward  T.  Ordmon 

43  Mattel's  New  Home  Computer Tom  R.  Halftiill 

48  Atori's  Sound  System  Jotin  Scarborough] 

52  VIC  Sound  Generator Robert  Lee 

56  Easy  Apple  Disk  Space  Messages Beirne  L  Konarski 


EDUCATION  AND  RECREATION 


58  Juggler  Doug  Ferguson 

68  Sound  On  TheSinclair/Timex Arttiur  B.  Hunkins 

71  Thunderbird  Dave  Sanders 

84  Home  Energy  Calculator David  Swaim 

101  Waretiouse  Automation  Witti  Personal  Computers  Timotl^y  Stryker 

126  Chiristmas  Bird  Count Jean  B.  I^ogers 

134  Higti  Resolution  Turtle  Groptiics David  D.  Ttiornburg 


REVIEWS 


136    Apple  Educational  Games Stieila  Cory 

138    Promqueen , Harvey  B.  Herman 

140    Preppie- For  Atari  MikeKinnamon 

142  Player  ZX-81 ArttiurB.  Hunkins 

143  PET/CBM  StandOfd  Terminal  Communications  Package  Harvey  B.  Herman 

145    A  Financial  Wizard  For  Atari TinaHolcomb 


COLUMNS  AND  DEPARTMENTS 


6  The  Editor's  Notes Robert  Lock 

10  Ask  The  Readers  The  Editors  And  Readers  of  COMPUTE! 

18  Questions  Beginners  Ask Tom  R.  Halfhill 

21  Computers  and  Society David  D.  Tbornburg 

44  The  Beginner's  Page:  Myths  About  Programming Richard  Mansfield 

108  Friends  Of  The  Turtle  David  D.  Thornburg 

116  The  World  Inside  The  Computer: 

New  Improved  Computer  Friend  For  Your  Apple Fred  D'Ignazio 

119  Learning  With  Computers:  Gentle  Introductions  To  Programming  Glenn  M.  Kleiman 

124  Micros  With  The  Handicapped: 

Devefoping  A  Communications  Program  Susan  Semancik  &  C.  Marshall  Curtis 

171  Insight:  Atari  Bill  Wilkinson 

178  Telecommunications:  Computers  And  Communication  Michael  Day 

180  Machine  Language:  Speed  Demon  Jim  Butterfield 

183  Programming  Ttie  Tl C.  Regena 

187  Extrapolations:  Tap  ApplesofTs  Heartbeat  Keith  Folkner 


THE  JOURNAL 


146  Automate  Your  Atari Joseph  J.  Wrobel 

-153  All  About  Commodore's  WAIT  Instruction Louis  F.  Sander 

-156  WAITing  On  The  VIC-20  And  Commodore  64  Doug  Ferguson 

160  Apple  Machine  Longuage  Memory  Aid K,  Lourash 

-162  Supermon64  Jim  Butterfield 

186  Copy  VIC  Disk  Files Roger  L.Smith 

191  Atari  Lister  Leroy  J.  Baxter 

192  Pertect  Commodore  INPUTS Btaine  D.  Standage 

196  Atari  Aufonumber Barry  Bernstein 

198  VIC  Super  Expander  Graphics Tim  Parker 

202  Download/Upload  For  The  Atari Frank  C.Jones 

208  Commodore  64  Architecture Jim  Butterfield 

213  VIC  Pencil  Ken  Bowd 

216  Atari's  Exponents  MottGivi/er 

217  ViC  Personal  Accountant  Peter  Mendall 


220  CAPUTE!  Mod  if  ications  Or  Corrections  To  Previous  Artie  les 

222  How  To  Type  COMPUTEI's  Programs 

223  A  Beginner's  Guide  To  Typing  In  Programs 

225  Nev;:.  ^  .'^roJijcis 

236  Calendar 


NOTE:  See  page  222 
before  typing  in 
programs. 


GUIDE  TO  ARTrCLES 
AND  PROGRAMS 


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AP 
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ZX 

P 
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AP/PA/ 
AT 


n 

AP 


AT 
PA//64 
V/64 

AP 

64 

V 

AT 
P/V/64 

AT 

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AT 

64 

V 

AT 

V 


AP  Apple,  AT  AtarLP  PET/ 
CBM,V  VIC-20,  OOSl 
C  Radio  Shack  Color  Com- 
puter, 64  Commodore  64, 
ZX  Sinclair  ZX-81, '  All  or 
several  Of  the  above. 


COMPUTE!  The  Journal  for  Progressive  Computing  (USP.S:  .")372riO)  is  piihlislicct  12  times  eacli  ve;ir1)\  Siniill  SvsiL-m 
SiTvicts.  liK..  I'.O.  lidx  fitim.  CJrcenslmrcj.  NC  27-4(0  U.SA.  I'Ikiir-:  l!ll>ir-'7.")-;iH()<l.  l-;diu>ri;il  Oltiii-s  jti-  Iik;i1c<I  m 
r>2.')  I*'uli*iij  Sirt'ct.  (.ireonsfjijfd.  NC:  27WS.  Donie&ilc  Subscripticms;  I'J  isMn->.  521). DO.  St-iui  Jiiiljsuipiion  (jriicrs  or 
tliiingf  of  iiddrcss  (I'.Cl.  foriii  3.i79l  to  C:iri;u!:iiion  Dt-jjt..  COMPUTE!  Mui>.i/!iii-.  I'.O.  Box  .VKMi,  Grccnsburo,  KC. 
1^7  Hi;i.  SltuikI  class  jjostagcpaid  iii  Ciieetisboro.  NC:!J7-i(i:i  .iiid  jdditicjiijd  iii.iiliiii;  otjitcs.  fcln^^rcL^nEcntscop^^i^^ll 
t  \W>  1)1  SiiiHil  Svstcrll  Services,  lin.  .All  ri^iit.s  rcst-rvrd.  1S.S\  IM  U  t-:ir)7\. 


TOLL  FREE 

Subscription 

Order  line 

800-334-0868 

In  NC9«- 276-9809 


EDITORS  NOTES 


Announcing  A  Significant 
New  Magazine  From 
COMPUTE!  Publications. 

We've  promised  that  1983  would 
be  an  exciting  year  and  are  now 
willing  to  divulge  one  of  the 
reasons  why.  The  Commodore 
Gazette''"  will  premiere  as  a 
monthly  in  the  spring  of  1983. 
The  Gazette  will  not  impact 
COMPUTE!  editorially  or  alter  the 
current  scope  of  COMPUTE!.  The 
Gazette  is  planned  as  a  layper- 
sons's  guide  to  consumer  com- 
puting. It  will.be  written  for  be- 
ginning and  intermediate  level 
owners  and  users  of  the  VIC-20, 
64,  and  Ultimax  computers.  Reg- 
ular features  will  include  best 
seller  lists  for  recreational  and 
educational  software,  reviews, 
new  products,  tutorials  on  home 
and  educational  applications, 
and  much  more.  Written  for 
entertainment  as  well  as  educa- 
tion. The  Commodore  Gazette, 
while  appealing  to  users  wishing 
to  learn  more  about  program- 
ming and  computers,  will  also 
have  continuing  appeal  for  those 
who  simply  want  to  obtain 
maximum  use  from  their  com- 
puters in  a  non-technical  way. 
Next  issue  we'll  give  you  full 
details  on  the  new  magazine. 
COMPUTE!  will  continue  to  pre- 
sent its  normal  excellent  range 
of  information  for  the  VIC-20 
and  Commodore  64. 

A  Call  For  Editors 

COMPUTE!  Publications,  both 
our  magazine  and  book  pub- 
lishing divisions,  is  looking 
for  experienced  staff  members 
for  our  growing  editorial  needs. 
If  you've  been  writing  for 
COMPUTE!,  or  if  you  have  mean- 
ingful editorial  experience,  we'd 

6    COMPimi    January.  W83 


like  to  see  a  resume  as  soon  as 
possible.  We're  specifically  in- 
terested in  writers  with  experi- 
ence using  Atari,  VIC-20,  and 
related  computer  hardware.  We 
are  a  progressive  and  growing 
company,  with  an  excellent 
working  environment  and  bene- 
fits, located  in  the  attractive  Pied- 
mont area  of  central  North 
Carolina.  If  you're  interested, 
please  send  a  resume  along  with 
work  history,  salary  expecta- 
tions, and  other  pertinent  infor- 
mation to  Kathleen  Martinek, 
Managing  Editor,  COMPUTE! 
Publications,  Post  Office  Box 
5406,  Greensboro,  NC  27403. 
Your  inquiry  will  be  treated  with 
complete  confidence.  Mark  the 
envelope  "Personal  and  Confi- 
dential," please.  Remember  to 
include  samples  of  your  writing. 

We  cannot  accept  any  tele- 
phone calls  prior  to  submission 
of  a  resume,  and  will  deal  only 
with  the  individual  interested  in 
the  position.  We  do  not  wish  to 
work  with  personnel  agencies. 

Random  Asides 

You'll  notice  several  enhance- 
ments in  this  issue  as  part  of  our 
continuing  quest  to  better  serve 
our  readers.  Among  these  are 
additions  aimed  at  beginners, 
"Questions  Beginners  Ask"  and 
a  revised  section  on  using  our 
program  listing  conventions 
will  become  regular  features  of 
COMPUTE!, , , .  We're  setting  new 
records  again.  Press  run  for  this 
issue  is  an  astonishing  156,000 
magazines.  We  had  to  declare 
October,  November,  and  Decem- 
ber sold-out  within  weeks  of  pub- 
lication date.  It  was  only  a  few 
months  ago  we  were  collectively 
applauding  the  100,000  mark... 


New  personal  computers  are  on 
the  way  from  Mattel  and  NEC, 
among  others,,.  Atari  may  be 
dropping  the  rumored  600  given 
recent  changes  in  competitor 
pricing.  Look  for  a  new  com- 
petitor to  the  Commodore  64... 
Magnum  publishes  a  monthly 
list  of  the  100  best-selling  com- 
puter books  in  the  US.  It's  com- 
piled from  industry  sources. 
COMPUTE!  Books  has  five  titles 
in  the  top  100,  and  COMPUTEl's 
First  Book  of  VIC  is  number  one 
for  the  second  month  in  a  row. 

Reader  Service  Cards 

A  first  for  COMPUTE!,  In  the 
back  of  this  issue,  you'll  find 
reader  service  cards  for  the  very 
first  time.  Use  them  to  request 
additional  information  from  ad- 
vertisers. Simply  look  up  the 
advertiser  in  the  advertising 
index  and  circle  the  appropriate 
number.  Remember  though,  if 
you're  in  a  hurry  to  contact  a 
particular  advertiser,  it's  prob- 
ably best  to  write  or  call  directly, 

COIVIPUTEI's  New  Look 

As  you'll  notice  as  you  explore 
this  issue,  we've  made  some 
subtle  and  significant  changes  in 
the  overall  design  of  the 
magazine.  We  think  you'll  find 
COMPUTE!  even  easier  to  read 
and  enjoy.  Thanks  to  everyone 
here  for  helping  implement  those 
changes. 


The  Home  Accountant: 
The  ^1  best-seller. 


'-Sfe 


Any  home  finance  package  will  balance  your 
checkbook.  But  to  become  the  #1  best-seller 
you've  90t  to  be  somethins  special. 

The  Home  Accountant™  is. 

It's  the  only  one  that  prints  a  net  worth 
statement  and  a  personaFfinance  statement. 
So  you  know  exactly  where  you  stand 
financially  every  day  of  the  year.  It  will  even 
print  your  checks,  automatically 

Notonly  that,The  HomeAccountant™  lets  you 
label  every  transaction.  Just  imagine  sitting 
down  to  do  your  taxes  and  having  every 
penny  you've  spent  and  earned  neatly  listed 
by  category —and  available  at  the  touch  of  a 
button.  It's  an  incredible  time-saver. 

You  can  also  create  bar,  line  and  trend 
analysis  graphs  for  every  category— in  color. 
It's  great  for  realistic  budgeting. 

Sound  amazing?  Wait,  there's  more. 

Let's  say  you  write  a  check  to  pay  your 
Visa.The  Home  Accountant"  automatically 
debits  your  checking  account  and  credits 
yourVisa  account. 

And  it  does  this  with  every  one  of  the  two 
hundred*  budget  categories;  credit  cards, 
checking  accounts,  money  markets,  cash,  rent 
checks,  insurance  payments— you  customize 
your  own  financial  package. 

Check  out  The  Home  Accountant"  soon. 
You'll  find  it  does  a  lot  more  than  simply 
manage  your  money. 

It  manages  your  money  simply. 

*The  Home  Accountant"  is  available  for  the 
Apple  il/IBM  Personal  Computer/Atari  400/ 
800  Computers/Osborne/TRS  80  Model  III  / 
Commodore  VIC64.The  actual  budget 
capacities  will  vary  with  each  computer. 


Continental 

Software 


A  Division  of  Arrays,  inc. 


<^=£J^ 


-_v~— n  erf  Wamc  Cooununicmont.lncOibomc  11  a  rcy.tf 

VIC  &«  n  •  itirtWM  RMMmcrfe  of  COflMWdo'*  luuncii  M«chinci,  Im 


p  j    It  sells  the  most, 
because  it  does  the  most! 


Continental  Software  Co.,11223  South  Hindry  Avenue,  Los  Angeles,  California  90045  Telephone  (213)  417-3003  •  (213)  417-8031 


Publisher/Editor-in-Chief  RobertC,  Lock 
Publisher'sAssistant  AliceS.Wolfe 


Senior  Editor 
Managing  Editor 
Features  Editor 
lectin  ical  Editor 
Editorial  Assistant 
Program  m  ing  Assistant 
Administralive  Assistant 
CopyAssistonts 

Associate  Editors 


Ricfiord  Mansfield 
Kottileen  E.  Martinek 
TomR.Halfhill 
Ottis  R.  Cowper 
Ctiaries  Brannon 
Patrick  Parristi 
Vicki  Jennings 
Juan  ita  Lewis 
Mary  Parker 
Jim  Bufterfield, 
Toronto,  Canada 
Harvey  Herman, 
Greensboro,  NC 
Fred  D'lgnazio: 
c/O  COtvlPUTE!,  P.O.  Box  5406 
Greensboro,  NC  27403 

David  Thornburg 
P.O.  Box  1317,  los  Altos,  CA  94022 
Contributing  Editors         Marvin  DeJong 
Bill  Wilkinson 
GeneZumctiak 


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Assistant 
Artists 

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Illustrator 
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irmaSwain 

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Coordinator 
Assistants 


Stiipping  &  Receiving 


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Ffon  Lyons 
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DorottiyBogon 
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Lorry  O'Connor 


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Bookkeeper 
Accou  nti  ng  Assistant 
Assistants 


W.  Jerry  Day 
Ellen  Day 

Linda  Roquemore 
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Anno  Harris 


Small  System  Services,  Inc.  publlsties: 

COMPUTE! 


ThaJewnelFwn 


COMPUTE!  Books 

Corporate  office: 

625  Fulton  Street. 
Greensboro,  NC  27403  USA 

Mailing  address:  COMPUTE! 

Post  Office  Box  5406 
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Telephone:  919.275-9809 


Robert  C.  Lock.  President 
W.  Jerry  Day,  Vice-President  and  Comptroller 
Kattiieen  E.  Martinek  Assistant  To  Ttie  President 
Sonja  Wtiitesell,  Executive  Assistant 


Coming  In  February 

Special  Games  Issue: 

How  The  Professionals 
Program  Games 

Four  Exciting  Games: 
Mastermaze,  Slalom, 
Copycat,  And  A  Day 
At  The  Races 

VIC  And  PET  High 
Resolution  Plotters 

Atari  SuperFont  Plus  And 
Left-handed  Joysticks 

Apple  High  Resolution 
Painter 

Color  Computer  Relocation 
Calculator 


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■■■/rv) 


The  Gittelman 
.  ^Company 

^       <-/  AlDaiton 
J    /^  617-451-0822 

The  Gittelman 
Company^ 

\  Sharon  Brodie 
/K,215-646-5700 
■  m  Metro  212-567-6717 


^^""'     '■•.-/COMPUTE' 

""""rfl!;  "r?  °'^'=  V  Home  OfUce 

,siu,hSl,'n°Lles  "KAndytvleehar, 
iRepresentative     J    Nationa  Advertising 
/OIQ  r>7^  OanQ-A       ^ales  Manager 
_viy-Z/0-TOUy,       \        919-275-9809 


In  British  Coiurnbia.  Canada, 
Alaska  Of  Hawaii  call  4QB-354-5553. 
Elsewhere  In  Canada  or  outside 
North  Americo  coll  919-275-9609, 


Phoebe  Thompson 
and  Associates 

101  Church  Street 
Suite  13 

Los  Gatos,  CA  95030 
PHOEBE  THOfvlPSON 


Phoebe  Thompson 
and  Associates 

2556  Via  Tejon 
Polos  Verdes  Estotes, 
CA  90274 
JOANN  SULLIVAN 


GB  &  Associates 

PO.  Box  335 
Libertyvitle,  IL  60048 
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The  Glttelman  Company  The  Gittelman  Company 

Stotler  Office  Building  Summit  Office  Center 

Suite  518  7266  Summit  Avenue 

20  Providence  Street  Fort  Washington,  PA  19034 

Boston,  MA  02116  SHARON  BRODIE 

AL  DALTON 


COMPUTE! 
Home  Office 

625  Fulton  Street 
Greensboro,  NC  27403 
HARRY  BLAIR 

Soulheastern  Sales  Reptesentqtive 

Address  alt  advertising  materiaisto: 

Alice  S.  V/olfe 

Advertising  Production  Coordinator 

COMPUTE!  Magazine 

625  Fulton  Street 

Greensboro,  NC  27403  USA 


Auttiors  of  manuscripts  warrant  that  all  materiols  submitted  to  COMPUTEi  are  originol  materials  with  full 
ownership  rights  resident  in  said  outhors  By  submitting  articles  to  COMPUTE!,  authors  acknowledge  that 
such  materials,  upon  acceptance  tor  publicotion,  become  the  exclusive  properly  of  Small  System  Ser- 
vices, Inc.  No  portion  of  this  magazine  may  be  reproduced  In  any  form  without  written  permission  from  the 
publisher.  Entire  contents  copyright  ■/ 1982,  Small  System  Sen/ices.  Inc.  Rights  to  programs  developed  and 
submitted  by  auftiors  are  exploined  in  our  author  contract  Unsolicited  materials  not  accepted  lor 
publication  in  COIvlPUTE'  will  be  returned  if  author  provides  o  self  oddressea,  stamped  envelope.  Program 
listings  should  be  provided  in  printed  form  (new  ribbon)  as  well  as  mochine  reodable  form.  Articles  should 
be  furnished  as  typed  copy  (upper-  ond  lowercase,  please)  with  double  spacing.  Eoch  page  of  your 
article  should  bear  the  title  of  the  article,  date  and  name  of  the  author.  COMPUTE!  ossumes  no  iiabiiity  for 
errors  in  articles  or  advertisements.  Opinions  expressed  by  authors  are  not  necessarily  those  of  COfVlPUTEI. 
PET  is  a  trademark  of  Commodore  Business  Machines.  Inc. 
Apple  is  a  trademark  of  Apple  Computer  Compony. 
ATAI?I  is  a  trademark  of  Atari.  Inc- 


8     COMPUTE!     Jonuory.  1983 


AN  INFORMATION  MANAGEMENT  SYSTEM 
FOR  YOUR  COMMODORE  COMPUTER 


InfoPro  is  a  menu  driven  and  interactive  "information  management" 
system  for  the  Cornmodore  8032  computer.  InfoPro  uses  "friendly" 
screen  prompts  tiiat  "guide"  you  from  function  to  function.  Tfiis 
makes  InfoPro  unusually  easy  to  learn  and  just  as  easy  to  operate. 

For  Mailing  List  applications  InfoPro  can  print  up  to  8  labels  across 
and  even  has  a  built  in  "structure"  with  fields  already  pre-set.  This 
structure  can  easily  be  changed  to  fit  many  other  types  of  office  jobs. 

Another  extremely  powerful  feature  of  InfoPro  is  Super  Scan.  The 
Super  Scan  feature  acts  like  an  "electronic  filing  cabinet"  and  pro- 
vides the  user  with  almost  instantaneous  access  to  the  data  stored 
in  a  file.  The  powerful  Report  Generator  allows  you  to  "seleel"  infor- 
mation for  printing  based  on  up  to  5  different  parameters  or  criteria 
and  to  perform  various  math  functions. 

Another  powerful  and  indispensable  feature  is  InfoPro's  ability  to 
interact  with  the  WordPro  family  of  word  processing  programs.  This 
provides  the  user  with  a  "link"  from  the  area  of  data  information 


WordPro    and  InfoPro     are  registered  trademarks  of  Professional  Software 


management  to  the  area  of  word  processing,  allowing  the  user  to 
manipulate,  sort,  and  select  data  by  certain  criteria,  which  can  then 
be  inserted  into  "personalized"  letters,  documents,  overdue  notices, 
etc.  InfoPro  will  also  allow  you  to  ADD,  DELETE  or  CHANGE  your 
information  "fields"  any  time  you  wish.  This  means  that  as  your 
business  changes,    InfoPro    has  the  flexibility  to  change  with  it. 

As  with  all  Professional  Software  products.  InfoPro  comes  complete 
with  a  professionally  written  and  fully-tested  user  oriented  manual. 
InfoPro  also  includes  a  program  ROM,  and  InfoPro  System  Diskette . 


Start  managing  your  information  today. 

Call  us  today  for  the  name  of  the  Professional  Software  dealer  nearest 
you. 

Professional  Software  Inc. 

51  Fremont  Street 
Needham,  MA  02194 
Tel:  (617)  444-5224 
Telex:  951579 


ASK  THE  READERS 


The  Editors  and  Readers  of  COMPUTE! 


High  Vs.  Low  Resolution 

Could  you  explain  the  difference  between  hi-res 
and  low-res  graphics? 

Mike  Porter 

The  esseutjnl  difference  is  that  when  a  computer  does 
not  have  the  high  resolution  option,  you  are  limited  to  a 
set  of  built-in  graphics  characters.  These  characters, 
like  the  letters  of  the  alphabet,  will  be  crisp  and  clear, 
but  you  cannot  create  your  own  special  characters. 

A  great  deal  can  he  accomplished,  however,  by 
combining  the  different  symbols  of  a  built-in  set.  Cubes, 
stairs,  and  many  other  pictures  can  be  created.  It's  like 
having  perhaps  128  different  shapes  of  paper.  You  can 
put  them  together  in  thousands  of  ways,  but  you  can't 
customize  them  individually  by  cutting  them  'with 
scissors. 

High  resolution,  on  the  other  hand,  permits  you  to 
control  the  individual  pixels  (dots)  anyzvhere  on  the  TV 
screen.  This  means  that  you  can  create  detailed  figures 
of  your  oum  design  -  perhaps  the  Greek  alphabet  or  an 
image  of  a  starship  -  and  that  curved  lines  will  look 
more  like  true  curves.  High  resolution  generally  adds  to 
the  price  of  a  computer,  but  does  provide  more  flexible 
graphics,  more  visual  possibilities.  Alternatively,  it  is 
usually  possible  to  add  an  optional  high  resolulio)! 
capability  to  computers  which  do  not  offer  it  as  a  standard 
feature. 

Typing  Programs  From  COMPUTE! 

I  have  seen  several  programs  in  COMPUTE!  that 
have  a  "^  "  symbol  in  them  and  there  is  no  such 
character  on  my  keyboard.  Did  I  miss  it  in  the 
instruction  manual  (I  triple-checked)?  This  upside- 
down  V  has  stumped  me.  Also,  what  is  the  "-" 
symbol  for?  1  know  that  an  underline  means  to 
type  the  shifted  version  of  whatever  character  is 
underlined,  but  what  do  you  do  when  "-"  stands 
alone? 

Jim  Lockridge 

The  "^"  symbol  indicates  an  "up-arrow"  symbol  (^  ) 
on  Commodore  computers  and  represents  "to  the  power 
of"  something.  Whenever  you  see  it,  type  the  key  with 
the arroxo pointing  upxvardsivith  respect  to  thekei/board. 
Hold  dozon  the  SHIFT  key  and  hit  the  SPACE  BAR 
when  you  see  an  underlined  blank.  See  the  "COM- 
PUTEI's  Listing  Conventions"  page  in  each  issue. 

10     COMPUTEI     Januory,i983 


Atari  400:  Can  You  Add  Memory? 

I  am  getting  a  computer  in  a  few  months,  but  I 
have  a  problem.  Can  the  Atari  400  be  expanded  to 
hold  more  memory  than  it  comes  with?  I  con- 
stantly see  ads  for  RAM  expansion  boards,  but 
the  ads  for  the  400  computer  itself  say  "16K  RAM 
(non-expandable)."  Well,  which  is  it? 

Scott  Bonder 

Officially,  the  Atari  400  cannot  he  internally  expanded. 
However,  you  can  replace  the  16K  memory  board  inside 
your  computer  with  a  32  or  48K  board.  Atari  does  not 
manufacture  them,  but  several  third  party  vendors  do. 
There  is  even  a  64K  RAM  board  sold.  Be  aware,  how- 
ever, that  opening  your  Atari  400  to  replace  the  board 
might  void  your  warranty. 


How  Can  Ctiips  Address  128K? 

I  have  two  questions,  one  of  which  has  been 
bothering  me  for  some  time.  How  can  an  8-bit 
chip  such  as  the  new  MOS  6509  and  6510  address 
more  than  64K?  Commodore's  new  P128  computer 
will  have  128K  RAM.  How  is  this  possible?  Al- 
though the  Commodore  64  has  64K  RAM,  you 
have  stated  that  only  38K  (52K  for  M.L.)  is  avail- 
able for  programming.  Does  this  mean  that  soft- 
ware that  had  been  embedded  in  ROM  in  previous 
CBM  machines  must  now  be  soft-loaded  upon 
power-up,  or  is  it  contained  in  a  plug-in  ROM 
cartridge? 

My  second  question  is  if  programs  written 
for  the  Commodore  64  will  run  on  the  P128,  and 
vice  versa.  I  am  particularly  interested  in  the  com- 
patibility of  the  various  plug-in  cartridges  that 
will  become  available. 

Ron  Dagostino 

The  6510  chip  will  not  address  more  than  64K  of  mem- 
ory. The  6509  can,  however,  through  a  technique  known 
as  "bank  switching,"  whereby  large  blocks  of  memory 
(banks)  may  have  the  same  addresses.  The  micro- 
processor must  then  select  which  to  use  from  among  the 
banks.  Details  on  exactly  how  the  6509  snakes  this  selec- 
tion are  not  yet  available. 

In  any  case,  the  64K  limit  on  memory  addressing 
is  not  because  the  6500  family  of  chips  are  eight-bit 
processors.  Rather,  it  is  a  result  of  the  chips  having  16 
address  lines  (2^^  =  65536).  For  example,  the  8086 


lASTNiGHT  We  Exchanged  Letters iwth 

mom,Then  had  a  party  for 
Eleven  people  in  nine  different  States 

AND  ONLYHADlOmSH  ONE  GLASS... 


That's  CompuServe,  The 
Personal  Communications 
Network  For  Every  Computer 
Owner 

And  it  doesn't  matter  what  kind 
of  computer  you  own.  You'll  use 
CompuServe's  Electronic  Mail  system 
(we  call  it  Email™)  to  compose,  edit  and 
send  letters  to  friends  or  business 
associates.  The  system  delivers  any 
number  of  messages  to  other  users 
anywhere  in  North  America. 


CompuServe's  multi-channel  CB 

simulator  l)rings  distant  friends  together 
and  gets  new  friendships  started.  You 
can  even  use  a  scrambler  if  you  have  a 
secret  you  don't  want  to  share.  Special 
interest  groups  meet  regularly  to  trade 
information  on  hardware,  software  and 
hobbies  from  photography  to  cooking 
and  you  can  sell,  swap  and  post  personal 
notices  on  the  bulletin  board. 

There's  all  this  and  much  more 
on  the  CompuSen,'e  Information  Service. 
All  you  need  is  a  computer,  a  modem, 


and  CompuServe.  CompuServe  connects 
with  almost  any  type  or  brand  of 
personal  computer  or  terminal  and 
many  communicating  word  processors. 
To  receive  an  illustrated  guide  to 
CompuServe  and  learn  how  you  can 
subscribe,  contact  or  call: 

CompuServe 

Information  Service  Division,  P.O.  Box  20212 
5000  Arlington  Centre  Blvd..  Columbus.  OH  43220 

800-848-8990 

In  Ohio  call  614-457-8650 


An  H&B  Block  Company 


Apple  Compuier  Inc.,  20325  Matiani  Awnue,  Cupenino,  California  95014 


Vol.  1  No.  2 


Foi  the  authoriaa  Apple  dealer  nearest  vou.  call  800-538-9696  (800-662-92 38 in  CilifornLa..> 


Fruitful  Connections* 


There  are  more  people  in  more 
places  making  more  accessories 
and  peripherals  for  Apples  than 
for  any  other  personal  computer 
in  the  world. 

Thanks  to  those  people  — 
in  hundreds  of  independent 
companies  —  you  can  make  the 
humblest  1978  Apple  II  turn  tricks 
that  are  still  on  IBMs  Wish  List 
for  1984. 

But  now  we're  coming  out  with 
our  very  own  line  of  peripherals 
and  accessories  for  Apple*  Personal 
Computers. 

For  two  very  gpod  reasons. 

First,  compatibility.  We've 
created  a  totally  kluge-free  family 
of  products  designed  to  take  full 
advantage  of  all  the  advantages 
built  into  every  Apple. 

Second,  servace  and  support. 


Now  the  same  kindly  dealer  who 
keeps  your  Apple  PC  in  the  pink 
can  do  the  same  competent  job 
for  your  Apple  hard-disk  and  your 
Apple  daisywheel  printer. 

So  if  you're  looking  to  expand 
the  capabilities  of  your  Apple  II 
or  III,  remember: 

Now  you  can  add  Apples  to 
Apples. 


Gutenberg  would  be  proud. 

Old  Faithful  Silent^'pe*  has  now  been  joined  by  New  Faithfuls,  the 
Apple  Dot  Matrix  Printer  and  the  Apple  Letter  Quality  Printer 

So  now,  whatever  your  budget  and  your 
needs,  you  can  hook  your  Apple  to  a  printer 
that's  specifically  designed  to  take  advan- 
^  \  -^^^      _^„-.*  '■^8^  *^^^  ^^  features  built  into  your 

^\  ^R>-#'"*'^  lllllilii    Apple.  With  no  compromises. 

VK  Lp     IpIL        The  7x9  Apple  Dot  Matrix 

^j^lH^     _^__,--'-''"  Printer  is  redefining  "correspondence 

^-"^  quality"  with  exceptional  legibility. 
144x160  dots  per  square  inch,  it  can 
ilso  create  high  resolution  graphics. 

The  Apple  Letter  Qualiry  Printer, 
.''•[^which  gets  the  words  out  about  33% 
raster  than  other  daisywheel  printers 
in  its  price  range,  also  offers  graphics 
capabilities.  See  your  authorized 
Apple  dealer  for  more  information  and 
demonstrations.  Because,  unfortunately,  all 
:  news  fit  to  print  simply  doesn't  fit. 


A  joy  to  behold. 

The  new  Apple  Joystick  11  is 
the  ultimate  hand  control  device 
for  the  Apple  II. 

Why  is  it  such  a  joy  to  use? 

With  two  firing  buttons,  it's 
the  first  ambidextrous  joystick  — 
just  as  comfortable  for  lefties 
as  righties. 

Of  course,  it  gK'es  you  360° 
cursor  control  (not  just  8-way  like 
some  game-oriented  devices)  and 
full  X/Y  coordinate  control. 

Arid  the  Joystick  II  contains 
high-quality  components  and 
switches  tested  to  over  1,000,000 
life  cycles. 

Wliich  makes  it  a  thing  of 
beaur^'.  And  a  joystick  forever 


©1981  Apple  QimpuiL-thK 


^  the  creek 
iwithout 
paddle? 

Or  Icic  in  space?  Or  down  in 
the  dunions? 

W'TiaJever  your  games,  you'll 
be  hapE»  to  know  that  someone 
has  fineJy  come  out  with  game 
paddlefbuilt  to  hold  up  under 
blisterilg  fire.  Without  giving  you 
blistersi 

Apflle  Hand  Controller  II 
game  paldles  were  designed  with 
one  receit  discovery  in  mind: 
claying  games  get 
I  can  squeeze  very,  very 


ana 


Peopl 
excited 
hard. 

So  we 
rugged 
to  3,000,1 
them  for  h 
the  firing 
side  for  m 

Soyoi 


ide  the  cases  extra 
ised  switches  tested 

[life  cycles.  We  shaped 
ling  hands  and  placed 

itton  on  the  right  rear 

;imum  comfort. 
Il  never  miss  a  shot. 


A  storehouse  of  knowledge. 


If  you  work  with  so  much  data 
or  so  many  programs  that  you  find 
yourself  shuffling  diskettes  con- 
stantly you  should  take  a  look  at 
Apples  ProFile™  the  personal 
mass  storage  system  for 
the  Apple  III  Personal 
Computer 

TTiis  Winchester-based 
5-megabyte  hard  disk 
can  handle  as  much  data 
as  35  floppies.  Even  more 
important  for  some,  it 
can  access  that  data 
about  lO-times  faster 
than  a  standard  floppy 
drive. 

So  now  your  Apple 
III  can  handle  jobs  once 
reserved  for  computers 
costing  thousands 
more. 

As  for  quality 


and  reliability,  you  need  only  store 
one  word  of  wisdom: 
Apple. 


Launching  pad  for  numeric  data. 


Good  tidings  for  crunchers  of 
numerous  numbers: 

Apple  now  offers  a  numeric 
keypad  that's  electronically  and 
aesthetically  compatible 
with  the  Apple  II 
Personal  Computer 
So  you  can  enter 
numeric  data 
faster  than 
ever  before. 

The  Apple 
Numeric  Key- 
pad II  has 
a  standard 
calculator- 
style  layout. 
Appropriate, 


because  unlike  some  other  key- 
pads, it  can  actually  function  as  a 
calculator 

The  four  function  keys  to  the 
left  of  the  numeric  pad  should  be 
of  special  interest 
to  people  who  use 
VisiCalc."  Because 
they  let  you  zip 
around  your 
work  sheet  more 
easily  than  ever, 
adding  and 
deleting  entries. 

With  one 
hand  tied  be- 
hind your 
back. 


ViiiGik  14  a  rt*i;iH(.*rcd  trademark  uf  VisiCtirp.  Inc. 


microprocessor  used  in  the  IBM  Personal  Computer 
provides  a  20-bit  address  which  can  directly  address  one 
megabyte  of  meinon/  (2-^  =  1048576). 

The  Commodore  64  has  64K  of  memory.  BASIC 
ROM  takes  up  part  of  this  space,  and  quite  a  bit  of  RAM 
is  used  by  the  computer  for  pointers,  screen  memory, 
sprites,  etc.  This  is  why  only  38K  is  normally  available 
to  the  user.  (See  COMPUTE!,  October  1982,  for  a  64 
memory  map.)  You  can  bank-switch  the  64  by  POKEing 
address  2 .  POKE  1,6,  for  example,  makes  BASIC  go 
away  and  the  RAM  "behind"  it  is  available.  The  bottom 
three  bits  of  address  1  are  memory  control  bits  and  direct 
the  computer's  attention  to  the  available  alternatives. 
Of  course,  what  takes  control  of  the  machine  when 
BASIC  is  gone  is  up  to  you. 

Eookfor  an  article  on  controlling  the  64's  "hidden" 
RAM  in  an  upcoming  COMPUTE!. 

Commodore  is  not  yet  sure  'whether  the  P128  will 
be  softioare  compatible  with  the  64. 


Can  Atari  Make  Tapes  For  Other 
Computers? 

It  is  rr>y  understanding  that  the  programmable 
tone  generators  in  Atari  also  generate  the  baud 
rate  and  tones  used  for  cassette  recording.  If  this 
is  so,  it  should  be  possible  to  save  programs  in 
Kansas  City  Standard  or  other  two  tone  formats, 
making  possible  the  use  of  Atari  editing  features 
to  prepare  cassette  tapes  for  other  computers. 
How  can  this  be  actually  done? 

Steven  S.  Coles 

While  the  Kansas  City  standard  cassette  interface  is  in 
use  by  mam/  computers,  it  should  be  noted  that  it  is  far 
from  a  full  standard.  Most  computers  deviate  from  the 
original  standard  one  way  or  another.  One  nearly  u}\i- 
versal  deviation  is  to  operate  at  1200  baud  rather  than 
the  original  300  baud  spec. 

The  Kansas  City  standard  uses  a  frequency  of  1200 
Hz  to  indicate  a  "0"  bit  and  a  frequency  of  2400  Hz  to 
indicate  a  "1"  bit.  The  frequency  change  is  performed 
when  the  waveform  crosses  the  zero  voltage  level.  The 
actual  data  transfer  is  usually  done  through  as  USART, 
but  it  is  quite  pwssible  to  simulate  this  in  software.  At 
this  point  loe  run  into  a  brick  wall:  just  about  everybody 
saves  the  data  on  the  cassette  in  their  own  way,  so  you 
will  have  to  find  out  what  method  is  used  for  the  com- 
puter you  wish  to  adapt  to.  If  at  this  point  you  are  still 
interested  in  giving  it  a  go,  I  suggest  you  go  down  to 
your  local  library  and  drag  out  the  April  1977  issue  of 
BYTE.  On  page  40  you  will  find  an  excellent  article  by 
Carl  Helmers  on  how  to  do  it. 


VIC  Custom  Characters 

I  recently  added  8K  to  my  VIC-20.  This  causes 
new  locations  in  RAM  to  be  assigned  to  the  start 


of  BASIC,  the  screen  area,  and  color  control  area. 

There  is  a  technique  for  using  custom  charac- 
ters on  the  5K  VIC-20  that  involves  moving  down 
the  end  of  the  BASIC  RAM  working  area  from 
page  30  to  page  28  and  loading  pages  29  and  30 
with  the  custom  characters.  Every  custom  charac- 
ter program  that  I've  seen  uses  this  technique  - 
POKE  56,28:CLR. 

Both  the  screen  RAM  and  custom  character 
area  must  be  located  below  page  30  in  RAM  to 
work.  Unfortunately,  with  the  8K  expansion  (and 
without  3K)  there  is  no  space  available  below  page 
30.  The  obvious  thing  to  do  is  to  relocate  the  start 
of  BASIC  text  from  page  18  to  page  30,  since  with 
8K  the  top  of  RAM  is  page  64.  This  appears  possi- 
ble by  changing  locations  44,  46,  48,  and  50  from 
18  to  30.  Unfortunately,  it  doesn't  work.  The  RUN 
command  results  in  a  Syntax  Error  and  GO  TO 
yields  Syntax  Error  in  statement  0.  (LISTS  do  work 
though.) 

This  wordy  prelude  leads  to  my  question:  Is 
it  possible  to  have  custom  characters  {and  alternate 
screens)  with  the  8K  expansion  (and  without  the 
3K)?  If  yes,  how? 

Dick  Gough 

Several  readers  have  inquired  about  this.  Unfortunately, 
there  is  no  known  solution  at  this  time.  Several  pro- 
grammers arc  currently  working  on  this  problem  and 
xve'Il  publish  the  a)iszver  as  soon  as  it  is  solved. 


A  Time-saving  Tip 

I'd  like  to  share  a  trick  I  learned  from  the  pro- 
grammers who  did  our  business  software. 

Make  the  first  line  in  your  program  a  REMark 
statement  containing  your  SAVE  command.  For 
example: 

10  REM  SAVE  6,  'iNVENTORY",D80 

or 

1  REM  SAVE  "INVENTORY",!.! 

Then,  whenever  you  make  a  change  you 
don't  have  to  remember  where  and  how  to  save 
your  program.  Just  LIST  the  first  line,  blank 
out  everything  before  the  SAVE  command,  and 
execute.  It  works  equally  well  with  tape  or 
diskette. 

Linda  Johnson 


Atari's  Right  Cartridge 

Aside  from  "Monkey  Wrench"  [a  programmer's 
aid  package  from  Eastern  House  Software],  does 
anyone  know  of  any  cartridge  that  goes  into  the 
right  slot  on  the  Atari  800?  Does  Atari  have  any 


14    COMPUn!    Jonuarv.1983 


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The  Percom  Data  AT-e8  offers  88  Kbytes  (formatted)  in  singfeKlensity,  with  ptug- 
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plans  to  ever  utilize  this  slot,  or  was  it  an  idea 
that  didn't  pan  out? 

Bill  Lukeroth 

Tlje  problem  loith  the  right  slot  is  that  the  Atari  400 
doesn't  have  one.  Atari  has  cxudeiitly  abandoned  appli- 
cations for  the  right  slot  since  such  an  application  could 
not  be  used  on  the  400.  Atari  is  conwiitted  to  supporting 
both  machines  equally.  Also,  because  a  full  16K  can  be 
put  on  the  left  cartridge,  it  alone  is  enough  space  for 
most  applications. 


Commodore  Time 

I  have  a  VlC-2.0,  On  several  occasions  1  have  at- 
tempted to  tally  the  amount  of  computer  time 
utilized  via  the  TI  and  Tl$  functions. 

Could  you  explain  first  the  purpose  of  TI? 
Can  it  be  modified  manually  -  set  to  zero?  What 
does  a  printout  of  1429292  mean?  What  is  its  re- 
lationship to  realtime  and  TI$? 

Secondly,  is  TI$  supported  to  count  realtime? 
If  so,  can  you  explain  why  6  hrs.  31  mins.  would 
show  up  on  TI$  as  063639? 

Lastly,  is  there  any  way  to  maintain  a  cumula- 
tive tally  on  the  svstem  of  aggregate  "on-time"? 

D.  L.  Branam 

You  can  tell  Commodore  computer's  special  time  vari- 
able, TI$,  what  time  it  is  (or  set  it  to  zero  so  it  can  keep 
track  of  how  long  the  system  has  been  on)  by  treating  it 
like  an  ordinary  string  variable.  For  example: 

TI$  =  "033000" 

would  let  the  computer  know  that  it  was  3:30.  This  can 
be  done  either  from  zoithin  a  program  or  by  just  typing 
it  in  from  the  keyboard  in  "direct  mode."  The  string  is 
arranged  "HHMMSS"  for  the  positions  of  hours,  mi- 
nutes, and  seconds.  It  ivill  take  ainjthing  up  to  240000 
hours  and  must  include  all  six  numbers,  even  if  a  zero 
is  in  the  first  position  as  in  the  example  above. 

You  can  print  out  the  time  in  a  variety  ofioays. 
Here's  one: 

?LEFT$  (TI$,2)  "/"  MID$  (TI$,3,2)  "/"  RIGHTS  (TI$,2 

or  just: 
?TI$ 

TI  is  the  numeric  clock  variable.  It  is  set  to  zero 
when  power  is  first  turned  on  or  tohen  you  reset  the 
clock:  TI$=  "000000".  The  number  in  TI  is  counting 
time  in  llbOths  of  a  second.  To  sec  TI: 

10  ?"[HOMEr'  TI:  GOTO  10 

Six  hours  31  minutes  should  be  063100  when  TI$  is 
printed  out. 


Atari  Memory  Expansion  Problems? 

I  own  an  Atari  800  with  16K  memory  and  am  care- 
ful about  the  quality  of  products  I  buy  for  my  com- 

16     COMPUIil    jQnuarv.1983 


puter.  There  seems  to  be  a  rumor  going  around 
about  the  32K  RAM  memory  board  made  to  fit 
the  800  model.  I've  heard  that  adding  this  board 
can  cause  errors  to  occur  in  the  computer's  per- 
formance. Please  tell  me  if  it's  true  and,  if  so,  how 
or  why  it  happens. 

Allen  Levy 

We  have  heard  of  no  problems  related  to  the  use  of  a 
32K  board  on  an  Atari  800.  These  expa)isio)!  boards  are 
not  manufactured  by  Atari,  but  rather  />i/  third  parly 
vendors.  The  requiremotts  of  an  Atari  board  are  fairly 
specific:  they  nuist  not  use  too  nntch  power  a)ui  they 
have  to  be  fast  enough  (200  ns.  or  better).  We  haven't 
heard,  though,  of  problems  relating  to  expanding  mem- 
ory xoith  these  products. 


INPUT  That  Puts  Anything  In 

Here's  an  interesting  Commodore  input  routine 
that  I'd  like  to  share  with  you.  Ever  notice  that 
when  you  INPUT  a  string  which  has  a  comma  or 
colon  that  the  computer  only  takes  in  the  part 
before  the  punctuation  and  then  prints  EXTRA 
IGNORED? 

Here's  how  to  get  around  it.  Say  you  want  to 
INPUT  C$: 

10  GOSUB1000:C?=B$ 

20  PRINTB?:END 

1000  B$="" 

1010  GETA5:IFA5=""THEN1010 

1020  PRINTA$r 

1030  IFA$=CHR$(13 )THEN  RETURN:  REM  13  MEANS  THE 

RETURN  KEY  WAS  TYPED 
1040  B$=B?+A$ 
1050  GOTO  1010 

When  you  run  this,  you  don't  get  the  normal 
question  mark.  Now  you  can  put  in  anything  you 
want,  but  don't  use  AS  or  B$  any  place  except  in 
this  subroutine.  Whenever  you  want  to  put  in  a 
string,  GOSUB  to  1000  and,  when  you  come  back 
with  RETURN,  just  let  the  string  you're  looking 
for  (C$  in  this  example)  be  equal  to  B$. 

George  Trepal 

This  INPUT  routine  is  great  for  people  zvho  will  want 
to  use  a  computer  prograju,  but  don't  know  about  avoid- 
ing commas,  etc.  Whatever  they  type,  the  program  loill 
take  it  in  ivithout  stopping  and  going  to  an  error  message 
and  then  saying  READY.  It's  also  possible  to  use  delete 
and  insert  to  correct  errors  (hut  these  "characters"  will 
be  included  in  the  final  string). 

To  prove  it,  run  this  and  type  TEST  the  first  time. 
Then,  when  the  program  emis,  type:  ?LEN(BS)  to  see 
how  long  B$  is.  You  will  get  four  as  theansxocr.  Now 
run  it  again  and  type  TESX  and  then  use  the  delete  key 
to  change  the  X  back  to  a  T.  ?LEN(B$)  will  nozv  give 
you  a  six  because  B$  still  co)itains  the  X  and  a  character 
for  a  delete.  You  don't  )wtice  these  extra  characters, 
though,  because  ivhen  B$  is  PRINTed,  it  puts  the  X  on 
the  screen  and  then  deletes  X,  replacing  it  with  T.  It's 
too  quick  to  see.  ^ 


HOW  TO  IMAKE  YOUR  VIC-20 


\  f    ? 


Right  out  of  the  box,  your 
VIC-20*  from  Commodore  is 
one  great  little  computer. 
And  it  gets  even  better  with 
DATA  20 's  easy  to  buy,  easy 
to  install,  and  easy  to  use 
enhancements.  Here  are  four 
ways  you  can  get  new  power 
and  more  sophisticated  capabilities  from  your  VIC, . . 

VIDEO  PAK  gives  you  a  computer  that  outper- 
forms systems  costing  twice  as  much.  Plug  our  car- 
tridge into  your  expansion  port,  and  your  display 
instantly  goes  to  the  industry-standard  24  lines,  with 
a  choice  of  40  or  80  upper  and  lower-case  characters. 
At  the  same  time,  you  up  your  memory  from  5K  to 
20K  or  70K,  so  you  can  handle  more  sophisticated 
functions— including  most  8032  software.  Our  pack- 
age also  includes  a  terminal  emulator  and  a  screen 
print  feature.  VIDEO  PAK  is  a  must  for  word 
processing— and  your  key  to  increased  performance 
on  everything  from  games  to  spread  sheets. 
Suggested  retail  is  just  $299.95  including  16K— or 
$399.95  for  64K. 

PRINTER  INTERFACE  is  simple,  yet  sophisti- 
cated. Flexibihty,  continuous  visual  monitoring  of  the 
data  transfer  functions,  and  easy  installation  make 
this  an  exceptionally  smart  buy!  A  glance  at  the  sta- 
tus Ughts,  and  you  know  if  the  printer  is  hooked  up,  if 
the  data  buffer  is  full,  and  if  data  is  being  transmitted. 


Expansion  Chassis 


EasUy  configured  DIP 
switches  match  your  VIC-20 
to  most  popular  printers.  The 
DATA  20  interface  comes  with 
cable  and  connector,  needs  no 
assembly,  and  virtually 
troubleshoots  installation  for 
you.  Suggested  retail:  S69.95 
EXPANSION  CHASSIS  lets  you  use  4  cartridges 
at  once.  Run  a  series  of  compatible  memory,  software, 
or  game  cartridges  of  any  make.  Just  pop  in  any  car- 
tridge with  the  standard  22-pin  edge  connector.  And 
don't  worry  about  your  VIC-20  power  supply— our 
chassis  protects  it  with  a  built-in  500ma  fuse. 
Suggested  retail:  $64.95 

MEMORY  CARTRIDGE  boosts  your  brainpower 
to  20K.  Here's  an  ideal  first  add-on  for  your  VIC-20. 
And  when  DATA  20  gives  you  more  memory,  you  can 
forget  about  headaches.  Our  cartridge  is  housed  in  a 
rugged  plastic  case  and  features  200ns  RAM's  for 
reliability  Suggested  retail:  S99.95 

Check  out  oiu-  AWESOME  peripherals.  Ask  your 
computer  dealer  for  a  first-hand  look  at  our  extensive 
capabilities,  high  quality,  and  very  reasonable  prices. 
Or  send  $3.50  for  a  copj'  of  our  current  catalog  on 
VIC-20  compatibles. 

DATA  20  CORPORATION 
2:M)]  I  Moulloii  Parkway,  Suiit-  1110.  Lagiin:i  Hills, 
(;atiforiiia<)2()53. 


Memory  Cartridge 


Printer  Interface 


DATA 

CORPORATION 


Price /Performance  Peripherals 


VIC-20  is  a  registered  trademark  of  Commodore  Computer  Systen 


Questions  Beginners  Ask 

Tom  R  Halfhill,  Feotures  Editor 


Are  you  thinking  about  buying  a  computer  for  the  first 
time,  but  don't  knoiv  am/tliiiig  about  computers?  Or 
maybe  you  just  purchased  a  computer  and  are  still  baffled 
by  what  personal  computing  is  all  about.  Starting  this 
month,  COMPUTE!  will  tackle  some  questions  which 
xvc  are  most  frequently  asked  by  beginners. 


of  computer  were  dearly  superior,  and  if  we  at 
COMPUTE!  were  in  a  position  to  know  about  it, 
then  it  stands  to  reason  that  all  of  our  editors 
would  own  that  computer.  But  in  fact,  both  at 
work  and  at  home,  we  own  and  use  many  different 
computers.  'Nuff  said? 


Q:  Which  is  the  best  computer  to  buy? 
Al  The  best  one  for  your  needs. 

Seritiusly,  we're  not  trying  to  duck  the  ques- 
tion. People  ask  us  this  all  the  time,  in  letters, 
telephone  calls,  and  at  computer  shows  we  attend. 
We  get  the  feeling  thev  are  never  really  satisfied 
with  our  answers,  since  what  they  really  want  to 
hear  is  something  like,  "Buy  the  Atapple  ZX-20, 
it's  definitely  the  best  one."  Unfortunately,  we 
cannot  give  such  an  answer.  For  one  thing,  since 
COMPUTE!  covers  many  machines,  the  magazine 
must  maintain  objectivity.  But  more  importantly, 
there  is  no  one  right  answer.  All  the  computers 
have  their  own  strengths  and  weaknesses,  and  all 
computer  buyers  have  -  or  should  have  -  their 
own  ideas  of  what  they  need  in  a  computer.  We 
think  nearly  anybody  who  buys  one  of  the  major 
brands  with  a  clear  idea  of  his  or  her  needs  will  be 
satisified  with  the  purchase. 

The  key  is  to  identify  your  needs  and  desires. 
If  game-playing  will  be  a  major  use  of  your  com- 
puter, then  color  graphics  and  sound  will  be  im- 
portant features.  Someone  primarily  interested  in 
word  processing  may  well  have  no  need  for  either 
feature. 

If  you've  looked  hard  and  long  at  the  various 
computers  in  a  certain  price  range  and  still  can't 
decide  between  them,  then  perhaps  the  differ- 
ences are  too  slight  to  matter  anyway.  Or  maybe 
you  should  base  your  decision  not  on  the 
hardware,  but  on  the  available  software.  If  the 
computer  will  be  used  primarily  for  educational 
purposes,  and  you're  attracted  by  a  particular  line 
of  educational  programs,  you  may  lean  toward 
•  the  computer  that  those  programs  are  designed 
to  work  on.  The  programs  may  not  be  compatible 
with  or  available  for  another  machine. 

If  you  still  think  we  are  sidestepping  the 
whole  question,  then  consider  this:  If  one  brand 

18    COMPUTI!    January.  1983 


Q:  What  are  PEEK  and  POKE? 

A!  PEEK  and  POKE  are  words  (instructions  to  the 
computer  to  do  something  for  you)  in  a  computer 
programming  language  known  as  BASIC  (Begin- 
ner's All-purpose  Symbolic  Instruction  Code). 
BASIC  is  the  standard  language  on  home/personal 
computers.  PEEK  and  POKE  allow  you,  as  a 
programmer,  to  work  directly  with  the  computer's 
memory. 

PEEK  allows  you  to  examine  the  contents  of 
a  single  memory  location  (known  as  a  "byte"). 
Each  memory  location  in  a  computer  has  a  num- 
bered address,  sort  of  like  houses  in  a  city.  In 
turn,  each  memory  location  stores  a  number  which 
usually  has  something  to  do  with  the  operation  of 
the  computer  or  a  computer  program.  If  you  type 
PRINT  PEEK  (8502),  the  computer  will  PRINT  on 
the  screen  the  number  stored  in  that  address. 
Therefore,  PEEK  is  often  used  in  programs  to 
determine  if  a  certain  number  is  stored  at  a  par- 
ticular location,  usually  as  a  prelude  to  changing 
the  number  to  achieve  some  desired  result. 

POKE  is  the  word  that  allows  you  to  make 
those  changes,  to  change  numbers  stored  in  loca- 
tions in  Random  Access  Memory  (RAM)  -  that 
part  of  a  computer's  "user  memory"  which  can 
be  changed  by  the  programmer.  For  example,  if 
you  type  POKE  82,0,  the  number  0  will  be  stored 
at  memory  location  82.  POKEs  can  often  change 
some  facet  of  the  computer's  behavior.  Since  each 
model's  memory  is  arranged  differently,  PEEKs 
and  POKEs  will  not  achieve  the  same  results  on 
different  computers  (in  the  above  example,  POKE 
82,0  will  make  the  left  screen  margin  zero  on  an 
Atari). 


Q:  What  is  a  CONTROL  key? 

A:  A  CONTROL  key  (often  abbreviated  CTRL)  is 


OUR  GAMES  ARE  WORLDS 
APART  FROM  THE  ORDINARY. 


Games  for  the  Apple  and  Atari  computers. 


Gamesters  everywhere  are  discovering  ttre 
many  worlds  of  Br0derbund's  Apple  and  Atari 
programs,  and  they're  not  going  bacl<  to  anything 
less.  Because  Br&derbund's  entertainment  soft- 
ware offers  pleasures  and  perils  found  nowhere 
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Only  Br&derhund  can  take  you  on  a 
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SERPENTINE  and  LABYRINTH.  Or  enjoy  the  live- 
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So  next  time  you're  looking  for  new  worlds 
to  conquer,  remember  Br^derbund.  You'll  find 
the  experience  most  extraordinary. 

Call  or  write  for  our  free  catalog. 


^  Brrjderbund  Softuiare 

BrQderbund  products  are  available  at  your  retailer  or  by  writing  to: 
Brmderbund  Software,  Inc.,  1938  Fourth  Street,  San  Rafael,  CA  94901,  Tel:  (415)  456-6424 

Apple  II  IS  a  registered  trademark  ot  Apple  Computer,  Inc.  Atari  Is  a  reglslereii  Irademark  ol  Atari,  lr)C. 


a  special  key  found  on  many  computer  keyboards. 
In  effect,  it  works  something  like  a  SHIFT  key. 
Just  as  a  SHIFT  key  adds  a  function  to  a  regular 
key  -  i.e.,  changes  a  lowercase  letter  to  uppercase, 
or  changes  the  "4"  key  to  a  dollar  sign  -  the  CON- 
TROL key  also  is  used  in  combination  with  another 
key  to  select  an  additional  function  or  symbol. 
These  functions  and  symbols  vary  among 
different  models  of  computers.  For  example,  hold- 
ing down  the  CONTROL  and  "C"  keys  on  an 
Apple  II  will  usually  stop  (or  "break")  a  BASIC 
program  which  is  running.  CONTROL-C  on  an 
Atari  will  print  on  the  screen  a  small  graphics 
character  resembling  the  lower  right  corner  of  a 
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Computers  And  Society 


David  D,  Thornburg,  Associate  Editor 


The  Computer  As  A  Tool  For  Discovery 

The  notion  that  the  development  of  low-cost  com- 
puters is  "revolutionary"  is  not  a  new  one,  but 
the  word  revolutionary  is  used  so  much  that  one 
is  likely  to  dismiss  it  as  pure  advertising  hype 
along  with  words  like  "new"  and  "improved." 
And  yet  those  of  us  who  have  been  involved  with 
this  industry  since  its  inception  are  aware  that  the 
development  of  the  personal  computer  is  not,  by 
itself,  revolutionary  just  because  it  may  bring 
computer  technology  into  people's  homes. 

"Revolutionary"  is  a  special  word  -  it  implies 
that  a  technology  or  tool  causes  far-reaching 
changes  in  many  aspects  of  our  lives. 

The  development  of  the  steam  engine  was 
revolutionary;  the  development  of  steam  cleaning 
for  carpets  was  not.  The  development  of  the  tele- 
phone was  revolutionary;  the  development  of  the 
answering  machine  was  not.  The  development  of 
the  airplane  was  revolutionary;  the  development 
of  in-flight  entertainment  was  not. 

Computer  technology  has  had  an  impact  that 
reaches  far  beyond  the  world  of  the  computer 
itself.  Computer  users  in  industry  and  academia 
have  known  this  for  many  years.  Now  that  the 
power  of  the  computer  has  reached  the  home, 
can  we  expect  that  people  will  start  thinking  about 
their  world  differently? 

I  think  so. 

The  computer  will  help  people  to  explore 
ideas  that  they  wouldn't  begin  to  explore  if  the 
computer  hadn't  given  them  the  leverage  to  start 
thinking  about  them. 

Beauty  And  Practicality 

As  an  example  of  this,  let's  explore  the  develop- 
ment of  a  new  field  of  mathematics  called  "fractal 
geometry."  I  have  touched  on  this  branch  of 
mathematics  in  the  "Friends  of  the  Turtle"  column 
a  few  times.  I  am  intrigued  by  it  because  it  deals 
with  topics  of  considerable  beauty  and  practical 
interest.  Its  seeds  were  planted  a  hundred  years 
ago,  but  it  was  only  after  the  development  of  the 
computer  that  anyone  was  able  to  begin  to  advance 
this  field  beyond  the  crudest  level. 

I  realize  the  risk  of  illustrating  a  computer 
application  based  on  mathemetics,  since  it  tends 
to  reinforce  the  erroneous  concept  that  computers 
are  primarily  mathematicians'  tools.  The  only 


reason  for  pursuing  this  example  is  because  it  is 
an  interesting  story  in  its  own  right. 

In  the  late  1800s  mathematicians  were  ex- 
ploring some  questions  that  went  to  the  very 
foundations  of  geometry.  One  question  of  interest 
was  if  one  could  construct  a  curve  that  would  fill 
a  plane.  At  first  thought,  the  idea  of  filling  a  two- 
dimensional  surface  with  a  curve  made  from  a 
one-dimensional  line  is  as  absurd  as  asking  for  a 
roll  of  optically  flat  steel,  or  asking  how  many 
angels  can  dance  on  the  head  of  a  pin. 

To  the  Italian  mathematician  Guiseppe  Peano^ 
this  was  a  most  intriguing  question.  In  1890  he 
published  a  proof  that  space-filling  curves  were, 
in  fact,  possible  -  that  one  could  construct  a  curve 
that  has  the  dimension  of  a  surface.  While  this 
proof  attracted  the  attention  of  several  other 
mathematicians,  the  bulk  of  the  academic  com- 
munity abhorred  the  thought  of  such  "ill- 
behaved"  curves. 

In  1904  Helge  von  Koch  continued  the  pursuit 
of  strange  types  of  functions  by  publishing  the 
discovery  of  the  "snowflake"  curve.  This  curve  is 
created  by  preparing  successive  generations  from 
a  simple  motif.  The  rule  to  be  followed  is  that 
each  new  generation  is  made  by  replacing  each 
straight  line  in  the  previous  generation  with  a 
copy  of  the  motif  itself. 


Januorv.W63    COMPUTEI    21 


If  this  process  is  carried  on  to  infinity,  one 
gets  a  very  strange  curve  indeed.  First,  the  curve 
is  everywhere  bumpy  -  there  are  no  smooth  re- 
gions. Second,  even  though  the  curve  has  clearly 
defined  boundaries,  it  has  infinite  length.  Third, 
the  curve  has  a  "dimension"  that  is  intermediate 
between  that  of  a  line  and  a  surface.  To  mathemati- 
cians of  the  early  twentieth  century,  this  curve 
was  monstrous.  To  the  contemporary  mathemati- 
cian Benoit  Mandelbrot,  it  represented  the  need 
for  a  new  field  of  mathematics,  to  be  called  fractal 
geometry. 

The  history  and  development  of  this  field  is 
beautifully  illustrated  in  Mandelbrot's  new  book. 
The  Fractal  Ceometiy  of  Nature  (W.  H.  Freeman, 
San  Francisco).  Through  the  pages  of  this  richly 
illustrated  volume,  the  reader  is  treated  to  a  new 
way  of  thinking  about  geometry  and  nature. 

For  example,  if  you  want  to  model  a  coastline, 
you  are  far  better  off  to  use  a  fractal  curve  than  a 
smooth  approximation,  simply  because  coastlines 
are  not  smooth.  Coastal  lengths  depend  on  the 
ability  of  the  measuring  stick  to  follow  the  nooks 
and  crannies  along  the  way.  A  coarse  measuring 
stick  gives  a  result  corresponding  to  an  early  gen- 
eration of  a  fractal  curve.  As  the  length  of  the 
measuring  stick  gets  smaller,  the  total  measured 
length  of  a  coastline  grows  ever  larger.  This  is 
also  true  for  fractal  curves. 

Where  does  the  computer  fit  in  all  of  this? 
The  notion  of  defining  a  curve  in  terms  of  itself 
may  challenge  the  imagination,  but  it  has  a  simple 
implementation  in  computer  programming  called 
recursion.  Furthermore,  the  speed  and  accuracy 
with  which  computer-driven  plotters  can  graph 
the  various  stages  of  curves  free  the  mathematician 
to  study  their  properties  without  being  bogged 
down  in  drafting. 

Computer  graphics  plays  another  pivotal  role 
in  the  practical  application  of  fractal  geometry  as 
well,  since  it  is  the  tool  that  allows  the  creation  of 
the  simulated  landscapes  seen  in  movies  such  as 
Star  Trek  II.  This  practical  application  of  a  branch 
of  mathematics  would  not  have  been  possible 


were  it  not  for  the  computer. 

Those  of  you  who  read  "Friends  of  the  Turtle" 
know  that  fractal  curves  can  be  created  on  home 
computer  systems  using  turtle  graphics.  Their 
expression  in  languages  such  as  Logo  is  quite 
simple,  and  Mandelbrot's  book  provides  hundreds 
of  challenges  for  the  interested  programmer. 

It  is  important  to  keep  the  role  of  the  computer 
in  perspective.  The  reason  that  these  curves  were 
not  explored  in  depth  in  the  early  1900s  is  that 
there  was  no  appropriate  too!  to  aid  in  their  ex- 
ploration. Now  that  the  computer  has  made  the 
study  of  fractals  accessible  to  millions  of  people, 
one  can  expect  the  field  to  advance  rapidly. 

I  Call  It  Kring 

1  saw  a  T-shirt  that  carried  the  message:  "Recur- 
sion is  a  way  of  expressing  the  infinite  in  finite 
guise."  My  friend  Sam  Savage  (the  computer 
scientist/mathematician  that  invented  the  jigsaw 
puzzle  called  "Shmuzzles")  likes  to  play  with  the 
infinite  recursively.  While  I  have  used  Logo  to 
tinker  with  the  latest  of  his  ideas,  you  may  wish 
to  implement  them  mechanically. 

Consider  The  Kite 

Your  normal  garden 
variety  kite  is  on  the 
end  of  a  string  that 

droops  gracefullv  in 
an  arc. 


o 


^^'        This  is  fine  for  garden 
'^-— "^     variety  kite  fliers,  but  suppose 
A^  you  wanted  to  make  the  string 

/     \        straighter.  One  way  to 
accomplish  this  would  be  to  add  a 
second  kite  in  the  middle  \, 

of  the  string.  Because        f^^^ 
each  kite  would  carry        '^^ 
less  weight,  they  would 
each  be  smaller. 


\. 


But  we  still  have  some 
droop  in  the  string, 
so  we  can  add  two 
more  kites.  •''■ 


o 


f 


\ 


And  two  more 


A 


/\ 


22    COMPUIH    Jo™aiv.1'B3 


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And  so  on,  reducing  the 
area  of  each  kite  and 
placing  them  closer  and 
closer  together. 


If  we  keep  repeating  this  process, 
we  will  end  up  with  a  substance  I  call  kring- 
a  combination  kite/string  that  rises  / 

straight  up  in  the  air  as  it  is  ./ 

unfurled. 


Now  that's  revolutionary! 


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Wliat  is  your  favorite  type  of  game;  space, 
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of  an  tHree  as  you  find  yourself  on  a  strange 
planet  in  a  strange  universe.  Luckily,  the 
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energy,  a  spaceship,  and  weaponry.  In  turn, 
you  agree  to  search  the  universe  for  treasures 
for  the  gods.  Board  yo\ir  ship,  take  off, 
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out  into  space.  Tour  flight  should  take  you 
past  many  other  inviting  planets.  With  a  slow 
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Tom  R  Halfhill,  Features  Editor 


Synthesized  computer  musk  is  a  recent  development, 
but  inventors  have  been  working  on  "synthesizers"  for 
decades.  Today's  home  computers  and  microchips  are 
now  starting  to  open  a  neiv  world  of  music  and  sound 
for  everyone. 

Hal  Chamberlin,  a  leading  authority  on  com- 
puterized music,  remembers  the  days  when  ad- 
venturesome programmers  used  transistor  radios 
and  even  line  printers  to  squeeze  music  from  their 
early  computers. 

"People  used  to  tune  a  little  AM  radio  to  an 
open  frequency  and  hold  it  next  to  their  spacebars 
and  listen  to  the  sound  of  [program]  loops/'  recalls 
Chamberlin,  vice  president  of  engineering  for 
Micro  Technology  Unlimited  in  Raleigh,  North 
Carolina. 

The  method  worked  because  pulses  flowing 
through  the  computer's  logic  circuits  would  emit 
radio  frequencies  which  "leaked"  from  the  com- 
puter into  the  radio's  receiver.  The  programmers 
on  these  early  IBMs  -  fiddling  around  when  the 
boss  wasn't  looking  -  soon  learned  they  could 
play  different  notes  and  tones  by  writing  little 
machine  language  programs  with  carefully  timed 
loops. 

"They  even  used  to  make  music  by  'playing' 
the  printer,"  says  Chamberlin.  "They  found  out 
they  could  control  the  little  hammers  in  the  print- 
head  with  a  machine  language  program.  So  they 
wrote  programs  to  fire  the  printhead  hammers  in 
a  certain  pattern  to  create  rhythms. 

"Of  course,"  he  adds,  "it  wasn't  so  great  on 
the  printheads." 

Such  experiments  seem  crude,  even  quaint, 
in  this  day  of  computerized  music  synthesis  and 
home  computers  with  built-in,  multiple-voice 
sound  synthesizers  on  a  chip.  But  these  early 
efforts  illustrate  that  today's  "modern"  sound 
devices  are  really  the  result  of  years  of  research, 
inventing,  and  just  plain  fooling  around. 

In  fact,  people  have  been  working  on  sound 
synthesizers  since  the  19th  century.  And  although 
today's  computerized  synthesizers  seem  incredi- 
bly advanced  in  comparison,  the  leading  ex- 
perimenters in  the  field  believe  electronic  music  is 
only  starting  to  make  itself  heard. 

26     COMPUTEI     Jcnuar¥.lP83 


Telharmoniums,  Theremins,  And 
RhythmJcons 

The  first  music  "synthesizer"  was  built  between 
1896  and  1906  by  American  inventor  Thaddeus 
Cahill.  Hecalledita  "Telharmonium."TheTelhar- 
monium  is  to  modern  synthesizers  what  ENIAC 
is  to  modern  computers.  The  Telharmonium 
weighed  more  than  200  tons,  and  moving  it  to 
New  York  from  Cahill's  lab  required  several  rail- 
road fla  tears. 

Since  the  Telharmonium  was  a  pre-electronic 
instrument,  it  functioned  by  means  of  electric 
drive  motors,  pulleys,  belts,  and  gears.  Yet  it  was 
similar  in  basic  concept  to  today's  synthesizers.  It 
was  polyphonic  (as  opposed  to  monophonic),  mean- 
ing it  could  play  more  than  one  note  at  a  time  and 
thus  create  chords.  It  was  equipped  with  a  stan- 
dard music  keyboard,  but  the  controls  were  so 
complicated  that  it  took  two  people  to  play  the 
thing. 

The  loudspeakers  worked  mechanically,  and 
the  machinery  required  to  generate  enough  cur- 
rent to  drive  the  speakers  was  so  noisy  that  part 
of  the  Telharmonium  had  to  be  housed  separately 
from  the  listening  room.  Unfortunately,  after  ten 
years  of  Cahill's  work,  the  Telharmonium  was  a 
commercial  failure. 

For  one  thing,  it  was  obsolete  soon  after  it 
was  finished.  The  diode  tube  was  invented  in 
1904,  followed  by  the  triode  tube  in  1915,  which 
made  electronic  amplifiers  possible.  It  wasn't  long 
before  tube-powered  electronic  instruments  began 
appearing. 

The  most  successful  of  these  was  an  instru- 
ment invented  between  1920  and  1924  by  Leon 
Theremin,  originally  called  an  "Etherophone"  or 
"Thereminovox"  but  now  known  simply  as  a 
"Theremin."  This  odd  instrument  was  played 
without  being  touched  -  the  musician  passed  his 
or  her  hands  through  the  air  near  two  antennas 
which  controlled  the  pitch  and  volume.  To  say 
the  least,  this  made  a  Theremin  very  hard  to  play, 
since  there  were  no  pre-defined  notes  like  the 
keys  on  a  piano  or  the  frets  on  a  guitar.  Still,  There- 
mins became  popular  in  the  late  1920s. 

Leon  Theremin  invented  another  electronic 
instrument  in  1931  -  the  "Rhythmicon,"  the  first 
electronic  rhythm  instrument.  The  Rhythmicon 
was  quite  sophisticated  with  features  which  have 
appeared  on  rhythm  synthesizers  only  recently. 


5 


That^  why  Apples  and  Ataris  are  saying: 
B  "Talk  Is  Cheap" 


PrS  CALLED 

THE  SOFTWARE  AUTOMATIC  MOUTH, 

S.A.M.  FOR  SHORT 

Its  a  high  quality  speech  synthesizer 
entirely  in  software.  You  use  it 
as  a  software  utility,  load  it  inio  RAful. 
and  then  use  your  machine  as  usual, 
except  now  you  can  make  your  pro- 
grams talk.  It  generates  the  speech 
sounds  on  demand,  so  there  is  no  limi! 
to  what  it  can  say. 

When  you  hear  S.A.M.,  you'll  prob- 
ably agree  that  it  sounds  better  than  all 
the  hardware  speech  synthesizers  for 
Apple  or  Atari  computers.  And.  it  has  a 
truly  remarkable  price. 

VOU  CONTROL  INFLECTION. 
PITCH  AND  SPEED 

With  its  user-vanable  inflection.  S.A.I*/1. 
can  accent  words  on  the  nght  syllable 
and  emphasize  Ihe  important  words  in 
a  sentence. 

You  can  also  make  S.A.fVl.s  speech 
higher  or  iower.  and  faster  or  sfower. 
over  a  wide  range  of  settings. 


USE  EASY  PHONETIC  INPUT 
OR  PLAIN  ENGLISH  TEXT 

S.A.M.  understands  a  simple  phonetic 
spelling  system,  not  a  mysterious 
alpha-numeric  code.  S.A.M.  helps  you 
learn  phonetic  spelling  by  showing  you 
your  mistakes,  and  the  owner's  manual 
gets  you  started  with  an  English-to- 
phonetics  dictionary  ol  1500  words.  So 
its  easy  to  make  S.A.M.  produce 
exactly  the  sounds  you  ^p^ 

want,  ^^    M 

But  suppose  you  ^^  Mi 

want  to  type  ordinary  ^^' 

English,  or  you  want       h,— ,— -  ,  ^ 
your  machine  to  read  a 
word  processor  file 
aloud.     The  S.A.M. 
disk  comes  with  RECI-      ; 
TER,  an  Englisti  lexl- 
to-speech  conversion 
program  that  lets 
S.A.M-  speak  from  . 
plain  English  text. 


SAM 


ADD  SPEECH  TO  YOUR  PROGRAMS 
WITH  EASE 
In  a  BASIC  program,  you  add  speech 
with  just  a  couple  of  commands.  In  a 
machine  language  program,  its  just  as 
easy  S.A.M.  comes  with  four  demon- 
stration programs  to  show  off  its  dis- 
tinctive leatures  and  help  to  write  your 
own  talking  programs.  Write  adventure 
games  with  talking  characters,  educa- 
_.  ^  tional  programs  that 

njl  explain  aloud,  or 

I JYVi  utililies  with  spoken 

prompts  -  put  your 
imagination  to  work. 


.  S-AuB 


You  can  order 
S,A.M.  directly  from 
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haridling  to  your  check 
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S.A.M.  for  the  Apple  ll/ll-^ 

Includes  an  B-bit  digital-to-analog  con- 
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Requires  48K.  disk.  (S.A.M.  takes  up  to 
9K;  RECITER  6K.)  You  will  also  need 
a  speaker. 

S.A.M.  for  the  Atari  400/800 
S.A.M.  talks  through  yoi"  •-'-■•■-■ — 

speaker.  No  additional    . 

required.  Only  SS9.95 
Requires  32K,  disk.  (S.A.M.  takes  up 
9K:  RECITER  6K.)  Note:  to  produce 
the  highest  quality  speech,  S.A,M. 
automatically  blanks  the  screen  during 
vocal  output;  the  display  is  preserved, 
S.A.M.  can  talk  with  the  screen  on,  but 
the  speech  quality  is  reduced. 


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The  40/80  Video  Cartridge  and  Video  Combo  Cartridge  is  the  means  to 
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The  most  popular  electronic  instrument  of 
the  past  half-century  was  invented  in  1935  bv 
Laurens  Hammond  -  the  Hammond  organ,  still 
widely  used. 

But  although  these  devices  were  electronic 
instnniiciits,  music  historians  trace  the  origin  of 
electronic  music  back  to  Paris  in  1947-48.  Acoustical 
engineer  Pierre  Schaeffer  and  composer  Pierre 
Henry  began  experimenting  with  new  sounds  by 
using  electronic  filtering,  speed  changes  on  tape 
recorders,  and  other  manipulation  tricks  done  in 
studios.  Their  technique  became  known  as  uiiisique 
concrete,  and  was  quickly  picked  up  by  tinkerers 
elsewhere.  By  1952,  the  first  concert  of  electronic 
music  was  sponsored  by  Columbia  University  at 
the  New  York  Museum  of  Modern  Art. 

The  problem  with  these  techniques  was  that 
it  took  many  hours  of  tedious  tape  splicing  and 
other  tricks  to  produce  only  a  few  brief  minutes  of 
sound.  And  musicians  couldn't  even  hear  the 
results  until  they  were  done.  That's  why  there 
was  a  lot  of  interest  during  the  late  '50s  and  early 
'60s  in  instruments  which  could  produce  electronic 
music  directly.  Even  the  old  Theremins  from  the 
'20s-  updated  with  transistors-  were  resurrected. 

Toward  A  New  Form  Of  Music 

Robert  A.  Moog  -  whose  name  is  virtually 
synonymous  with  sound  synthesis- was  selling 
kits  for  transistorized  Theremins  in  the  early  '60s 
when  he  was  inspired  to  invent  his  own  electronic 
instrument.  The  result  was  the  Moog  Synthesizer, 
first  built  in  the  summer  of  1964. 

Although  recognized  by  electronic  musicians 
as  an  important  development,  the  Moog  Synthe- 
sizer was  practically  unknown  to  the  general  pub- 
lic until  a  few  years  later,  when  it  was  featured  on 
a  record  album  entitled  Sivitched-On  Bach.  The 
album  was  a  collection  of  Bach  compositions  per- 
formed entirely  on  a  Moog  Synthesizer  by  musi- 
cian Walter  Carlos.  Almost  instantly,  Sivitclmi-On 
Bach  catapulted  up  the  charts  like  a  pop  record, 
and  became  the  biggest-selling  classical  record  of 
all  time.  It  was  especially  popular  with  teen-agers, 
who  astounded  their  parents  by  playing  electronic 
Bach  along  with  their  Beatles  and  Rolling  Stones 
records. 

However,  a  few  classical  music  devotees, 
stunned  by  the  album's  popularity,  dismissed  the 
electronic  interpretations  as  "artificial."  Some 
critics,  although  they  are  decreasing  in  number, 
argue  that  music  which  is  synthesized  by  purely 
electronic  means  is  somehow  artificial  or  unnatural 
when  compared  to  conventional  instruments. 

Today,  Moog  counters  these  arguments  with: 
"The  fact  is,  vou  don't  find  musical  instruments 
in  nature.  The  onlv  'natural'  musical  instrument 
is  a  human  voice.  The  fact  that  a  synthesizer  pro- 
duces its  music  by  electronic  means  doesn't  mean 

30     COMPUTl[     J<inijarv,1<?83 


it's  'artificial'  in  any  sense.  It's  no  more  artificial 
than  taking  a  bunch  of  wood  and  gluing  it  together 
into  a  box  and  stretching  some  strings  over  it  to 
produce  sounds." 

Electronic  musicians,  of  course,  never  had 
any  doubt  that  their  instruments  deserved  equal 
billing  with  violins  and  woodwinds.  In  fact,  years 
ago  they  recognized  synthesizers  as  a  rare  histori- 
cal opportunity  to  open  a  new  world  in  music. 
Although  synthesizers  are  often  used  to  mimic 
"conventional"  instruments,  the  most  exciting 
electronic  music  takes  advantage  of  the  synthe- 
sizer's power  to  create  totally  new  sounds.  This 
provides  the  possibility  of  entirely  new  forms  of 
music. 

For  example,  would  rock  'n'  roll  have  hap- 
pened without  electric  guitars?  Did  the  invention 
of  a  musical  instrument  with  a  totally  fresh  sound 
spur  the  rise  of  a  new  genre  of  music?  For  the 
members  of  a  whole  generation,  rock  has  become 
the  dominant  musical  style.  Synthesizers  are  now 
used  in  virtually  every  form  of  music,  but  even 
Moog  isn't  sure  if  they  will  "liberate"  themselves 
and  spark  a  new  form  which  could  replace  rock. 
"Musicians  are  moving  in  so  many  different  di- 
rections these  days  that  it's  hard  to  say  if  a  new 
musical  form  will  emerge." 

It  may  be  too  early  yet  for  the  birth  of  a 
dominant  musical  form  based  on  synthesizers, 
since  the  instruments  themselves  are  changing  so 
rapidly.  Not  only  are  they  advancing  technologi- 
cally almost  day  by  day,  but  the  rising  use  of  micro- 
chips is  just  beginning  to  make  them  affordable 
for  everyone.  To  return  to  the  rock  'n'  roll  analogy, 
it  would  have  been  difficult  for  the  teen-age  groups 
of  the  '50s  and  '60s  to  arise  if  electric  guitars  had 
cost  thousands  of  dollars.  Or  if  radical  new  ad- 
vances were  constantly  rendering  threc-year-cild 
guitars  obsolete. 

Synthesizers,  on  the  other  hand,  are  still  pas- 
sing through  important  phases  in  their  develop- 
ment. Moog  foresees  a  trend  away  from  analog 
sound  synthesis  to  digital,  or  at  least  to  digitally 
controlled  analog  instruments.  "There's  so  much 
more  you  can  do  with  digital  sound  synthesis, 
especially  in  small  keyboard  instruments  like  the 
little  Casios  or  Yamahas  you  can  buy  very 
inexpensively." 

About  a  year  ago,  Moog  set  up  a  new  com- 
pany -  Big  Briar,  Inc.  -  and  relocated  to  a  small 
town  in  rural  North  Carolina  to  work  on  such 
developments.  Among  his  frequently  used  tools, 
he  says,  is  an  Apple  II  microcomputer.  Mindful  of 
the  baffling  array  of  controls  on  modern  synthe- 
sizers, he's  experimenting  with  new  types  of  con- 
trol devices  aimed  at  making  synthesizers  easier 
to  play.  But  he  warns  that  the  complex  instruments 
will  never  be  a  cinch. 

"Musical  instruments  will  never  be  easy  to 


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play,"  he  says.  "If  it's  too  easy  to  play,  most  musi- 
cians would  say  it's  not  a  musical  instrument, 
because  you  usually  can't  do  much  with  an  in- 
strument that's  'easy  to  play.'  It  has  too  many 
limitations." 

Still,  as  synthesizers  get  easier  to  manage 
and  less  expensive,  they  become  more  accessible 
to  the  average  musician  -  and  thereby  more  widely 
heard  and  appreciated  by  music  listeners.  Pop 
music  historians  may  recognize  this  trend  as  the 
same  sort  of  breeding  ground  for  rock  created  by 
45  rpm  records  in  the  '50s. 

SID:  Synthesizer  On  A  Chip 

One  important  way  in  which  synthesizers  are 
becoming  accessible  to  people  is  within  home 
computers.  Virtually  every  new  model  introduced 
in  recent  years  has  featured  more  sophisticated 
sound  capabilities. 

•  Unfortunately,  up  to  now,  the  sound 
capabilities  have  attracted  less  attention  than  the 
often  more  glamorous  feature;  graphics. 

"Well,  in  terms  of  the  human  senses,  sound 
inherently  takes  a  backseat  to  sight,"  notes  Frank 
Covitz,  a  New  Jersey  research  scientist  whose 
sideline  is  computer  music.  "Sight  is  the  more 
important  sense,  so  computer  graphics  naturally 
gets  more  attention." 

For  instance,  very  little  has  been  written  on 
the  Atari  computer's  sound  capabilities,  although 
the  built-in  four-voice  sound  chip  has  represented 
the  state-of-the-art  in  home  computers  for  the  last 
couple  of  years.  Almost  all  the  attention  has  been 
focused  on  the  Atari's  graphics.  Perhaps  this  will 
change  now  that  a  computer  with  even  more  ad- 
vanced sound  has  appeared  on  the  market  -  the 
Commodore  64  with  its  SID  {Sound  Interface  De- 
vice) chip. 

The  new  SID  chip  is  generating  lots  of  interest 
among  computer  music  enthusiasts.  It  may  well 
be  a  herald  of  the  sound  capabilities  of  tomorrow's 
home  computers.  "I  think  machines  of  that  class 
[home  computers  such  as  the  64]  in  the  future 
will  be  expected  to  have  sound  chips,  just  as  they 
are  expected  to  have  the  BASIC  built  into  them 
now,"  says  Chamberlin,  the  MTU  engineer.  "For 
one  thing,  the  sound  chips  are  relatively  cheap  in 
large  quantities,  so  there's  no  real  reason  not  to." 

SID  is  a  hybrid  digital/analog  device  with 
programmable  attack,  decay,  sustain,  and  release 
for  each  of  its  three  voices,  a  master  volume  con- 
trol, a  choice  of  four  waveforms,  16-bit  frequency 
resolution  over  a  nine-octave  range,  and  pro- 
grammable high-,  low-,  band-,  and  notch-pass 
filters. 

"The  SID  chip  is  basically  a  synthesizer  on  a 
chip,"  says  its  designer.  Bob  Yannes.  "I  played 
with  synthesizers  for  years,  so  I'm  quite  familiar 
with  them.  I  tried  to  put  it  all  on  a  chip  with  the 

32    COMPUni    JariLiaiy.19S3 


SID  chip." 

Yannes  designed  SID  while  an  engineer  for 
MOS  Technology,  which  is  owned  by  Commo- 
dore. He  recently  left  Commodore  to  form  his 
own  company.  Peripheral  Visions,  Inc.  Although 
he  won't  say  for  sure  what  new  products  his  com- 
pany will  introduce,  it  seems  likely  that  com- 
puterized sound  devices  will  be  among  them.  He 
says  chips  such  as  SID  are  the  key. 

"There's  no  reason  we  can't  take  music  sys- 
tems being  sold  now  for  $4000  and  bring  them 
out  for  consumers  for  around  $400  or  $500  -  a  ten 
to  one  cost  reduction.  1  consider  the  [Commodore] 
64  to  be  only  the  first  step.  In  the  future  I'd  like  to 
see  something  totally  digital.  I  think  that's  the 
way  to  go....  I  pretty  much  got  the  features  that  I 
wanted  out  of  the  SID  chip  in  the  64,  but  not  the 
performance  I  wanted.  But  now  that  I've  done  it 
once,  I  think  I  have  a  better  idea  about  how  to  go 
about  it  next  time." 

Yannes  says  he  was  given  specifications  by 
Commodore  only  to  develop  a  "sound  chip,"  and 
then  he  decided  to  make  it  as  much  like  a  synthe- 
sizer as  possible.  But  he  had  to  work  within  the 
limitations  of  marketing  considerations.  For  ex- 
ample, although  SID  allows  each  voice's  envelope 
to  be  individually  programmed,  all  three  voices 
share  the  same  volume  control. 

"I  had  to  put  separate  envelope  controls  for 
each  oscillator  [voice]  into  the  SID  chip  in  order  to 
satisfy  the  video  game/sound  effects  marketing 
demands,  if  I  had  my  way,  the  three  oscillators 
would  work  in  unison  to  create  one  voice.  Any- 
way, that's  why  there' re  separate  envelope  con- 
trols for  each  oscillator  but  only  one  peak 
amplitude  [volume]  control  -  it  was  designed  to 
function  as  one  voice.  You  could  varv  the  attack 
of  the  different  oscillators,  for  example,  to  get  a 
■brassy  sort  of  sound  that  way." 

But  Yannes  bestowed  SID  with  yet  another 
feature  to  compensate  for  this  limitation  -  an  input 
line.  It's  possible  to  feed  an  outside  sound  source 
into  a  computer  equipped  with  SID,  process  it 
through  the  chip's  filters  and  volume  controls, 
and  output  the  extra  source  as  a  "fourth  voice"  in 
accompaniment  with  SID's  regular  three  voices. 
In  the  case  of  the  Commodore  64,  for  instance, 
the  outside  source  would  be  routed  through  the 
RF  modulator  to  the  TV  speaker    or  a  stereo 
system. 

What  kind  of  outside  sources  can  be  fed  into 
SID?  "You  name  it,"  says  Yannes.  "Tape  re- 
corders, radios,  electric  guitars,  even  another  SID 

chip." 

Note  that  last  item:  another  SID  chip.  "One 
thing  I  thought  you  might  be  able  to  do  is  chain  a 
bunch  of  SID  chips  together  to  get  even  better 
sound,  without  having  to  use  external  hardware," 
explains  Yannes.  "I  designed  the  SID  chip  as  a 


of  The  H-undreds  of  Reasons 
You  Ought  To  Be  A  COMPUTE! 

Magazine  Subscriber: 


From  "Tlie  Editor's  Feedback"  Card,  a  monthly  part  of  our  contimjlng 
dialogue  with,  readers  of  COMPUTE!.  These  are  responses  to  the  question, 

"Wliat  do  you  like  best  about  COMPUTE!  ?" 

l."It  is  written  so  a  beginner  can  read  and  understand  it...  it's  layman  oriented..."  8. 
"Clear,  clean  layout,  good  presentation..."  3.  "The  Atari  game  programs..."  4. "Best 
and  most  information  on  PET..."  5. "Cover  to  cover,  ajid  all  in  between..."  6."Beviews 
of  software  and  hardware.. "  7.  "Good  balance  of  application  and  technical  articles..." 
8."It  is  the  best  source  of  info  about  various  levels  of  VIC/PET/CBM  machines  and  ap- 
pUcations..."  9.  "The  BASIC  and  machine  language  programs..."  10. "I  like  programs 
that  can  be  typed  into  a  computer,  run,  and  then  used  right  away  (  a  program  without 
bugs!)..."  11, "That  it  is  organized  well,  and  covers  abroad  range  of  information  con- 
cerning Atari.  Keep  it  up!  please,  I'm  learning..."  18.  "Table  of  contents  listings  and 
computer  guide  to  articles  is  a  great  idea.  Best  magazine  for  personal  home  computer 
users..."  13.  "Best  I  have  foxmd  for  VIC  info..."  14, "Informative  articles:  'Secrets  of 
Atari',  Gam,e  programs,  especially  programs  that  teach  the  reader  about  the  Atari..." 
15.  "I  like  all  the  articles  and  programs  for  my  computer,  the  PET.  I've  learned  and 
found  out  things  about  it  that  I  never  even  thought  existed.  Other  magazines  don't 
have  too  much  material  for  the  PET  and,  for  that  reason,  I  ftad  COMPUTE!  invaluable..." 
16."The  up-to-date  hardware  reviews..."  17.  "Macliine  language  utilities  for  Atari..." 
18." Articles  are  terse  but  understandable  and  accurate.  Utility  and  applications  pro- 
gram listings  very  helpful..."  19."The  April,  '82  issue  is  my  first.  I  am  impressed  that 
you  not  only  acknowledge  the  VIC-20,  you  even  have  applications  for  it..."  20."I  really 
enjoy  (since  I  am  one)  the  Beginner's  Page..."  81, "The  attention  it  gives  to  Atari  and 
the  easy-to-understand  language  it's  written  in..."  88.  "It  is  concerned  with  ex- 
plaining programs,  not  just  listing  them.  It  is  the  best  VIC  magazine  I  could  buy..." 
83."The  new  table  of  contents  'Guide  to  Articles  and  Programs'  is  excellent,  particu- 
larly the  indication  of 'multiple  computer'  items..."  84."Broad  range  (sophistication) 
of  programs..."  85. "You  don't  speak  over  the  average  user's  head..." 

Whether  you're  just  getting  started  with  personal  computers,  or  very  advanced,  you'll 
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standard  6502  peripheral  chip  with  all  the  proper 
bus  signals.  You  could  put  some  SID  chips  in  a 
cartridge  and  plug  it  into  the  64,  or  the  VIC-20,  or 
the  Atari  -  any  6502,  6809,  or  even  68000  system, 
even  the  Radio  Shack  Color  Computer.  It  only 
requires  32  address  locations,  and  the  chips  are 
pretty  cheap,  so  there's  not  much  to  stop  you." 

It's  an  exciting  prospect,  but  Commodore 
controls  the  SID  chip,  not  Yannes.  And  for  now. 
Commodore  needs  virtually  all  the  SID  chips  it 
can  make  to  meet  demand  for  the  new  64,  plus 
the  upcoming  Max  Machine,  P  Series,  B  Series, 
and  BX  Series  computers  soon  to  hit  the  market. 

Still,  a  few  SID  chips  have  reached  private 
hands,  and  the  results  are  fulfilling  their  creator's 
hopes. 

The  Synthesizers  Of  Tomorrow 

Chamberlin,  the  MTU  engineer,  got  four  SID  chips 
from  his  friend,  Yannes.  Chamberlin  used  them 
to  make  a  prototype  sound  board  for  the  MTU-130, 
a  high-end  personal  computer  for  which  he  de- 
signed most  of  the  circuitry.  He  then  passed  the 
board  and  SID  chips  along  to  another  friend,  Frank 
Covitz,  the  New  Jersey  research  scientist.  Covitz 
added  four  more  SID  chips  to  the  board,  for  a 
total  of  24  individually  programmable  voices.  The 
board  is  plugged  into  an  MTU-130  equipped  with 
an  organ  keyboard  which,  in  turn,  is  controlled 
by  its  own  6502  microprocessor. 

The  instrument  made  its  first  public  appear- 
ance recently  when  Covitz's  son,  Philip,  gave  a 
performance  at  the  Personal  Computer  in  the 
Arts  Festival  in  Philadelphia. 

Ironically,  Covitz  says  he  didn't  play  his  own 
invention  at  the  festival  because  he's  not  a  good 
enough  musician.  But  he's  working  on  software 
which  not  only  will  exploit  the  instrument's 
souped-up  capabilities,  but  which  also  will  make 
it  playable  by  mediocre  musicians.  This  is  called 
non-rciiUh)ie  playing. 

Musical  instruments  are  usually  played  in 
what's  known  as  realtime:  the  music  is  heard  in- 
stantaneously as  the  musician  plays  the  instru- 
ment. When  an  instrument  is  played  in  non- 
realtime,  the  keying  of  notes  is  a  separate  event 
from  the  playing  of  the  music.  Notes  are  entered 
(the  computer  instrument  is  programmed),  and 
then  played  back  (the  program  is  run). 

An  example  of  this  on  home  computers  is  the 
Atari  Musk  Composer  cartridge.  Essentially,  it  does 
for  music  composition  what  word  processing  does 
for  writing.  Notes  are  entered  on  the  computer 
keyboard  and  plotted  on  staffs  drawn  on  the 
screen.  The  notes,  measures,  and  phrases  can  be 
edited  and  arranged  at  will,  then  played  back  at 
the  touch  of  a  key.  Similar  composition  programs 
are  available  for  other  personal  computers. 

"One  of  the  things  that  computers  can  do  is 

34    COMPUIB    Joriuarv.1933 


change  music  from  a  physical  endeavor  to  a  pro- 
gramming endeavor,"  says  Chamberlin.  "That's 
one  of  the  reasons  why  I  got  into  computer  music 
-  my  total  lack  of  dexterity.  Even  if  you're  a  total 
butterfingers  like  me,  you  can  experiment  with 
computer  music." 

Covitz  is  striving  to  push  the  concept  even 
further.  He's  added  four  special  keys  to  his  pro- 
totype board:  Record,  Play,  Fast  Forward,  and 
Rewind.  But  don't  mistake  it  for  a  conventional 
tape  recorder -the  keys  are  similar  in  function, 
but  not  in  method. 

When  the  Record  button  is  pressed,  the  com- 
puter will  "remember"  whatever  music  is  played. 
But  no  recording  tape  is  involved.  Instead,  each 
keypress  on  the  organ  keyboard  generates  infor- 
mation coded  in  four  bytes:  which  key  was 
pressed,  the  velocity  (how  hard  the  note  was 
played),  and  the  exact  moment  the  key  was 
pressed,  accurate  to  a  split-second.  Another  four 
bytes  of  information  are  generated  when  the  key 
is  released,  for  a  total  of  eight  bytes  per  note.  All 
this  information  is  stored  in  memory  so  the  music 
can  be  reconstructed  later. 

After  a  musical  part  is  "recorded,"  the  Play 
button  can  be  used  to  play  it  back  -  in  accompani- 
ment with  a  matching  musical  part  played  by  the 
musician  on  the  organ  kej'board.  And  this  duet, 
in  turn,  can  be  "recorded"  in  memory  by  a  second 
unit.  Using  just  two  of  these  "memory  recorders," 
the  process  can  be  repeated  again  and  again,  lay- 
ering sound  upon  sound. 

While  the  same  thing  can  be  done  with  con- 
ventional tape  recorders,  the  sound  would  de- 
teriorate with  each  generation  of  re-recording. 
Tape  hiss  and  other  defects  would  soon  overcome 
the  music.  But  since  Covitz's  instrument  "records" 
the  sound  digitally,  there  is  no  degradation  what- 
soever. Beyond  that,  the  music  can  be  "edited." 
If  a  note  is  missed,  the  musician  can  correct  it  by 
rewriting  the  correct  values  into  memory. 

"This  is  what  I  see  as  the  ultimate  system," 
says  Covitz.  "Right  now,  this  software  doesn't 
exist  anywhere  except  in  my  mind.  I'm  in  the 
process  of  working  on  this  now,  and  it's  all  being 
done  in  machine  language." 

The  brief  history  of  home  computing  -  and 
indeed,  home  computing  itself-  indicates  that 
advanced  technology  eventually  works  its  way 
down  to  the  personal  level.  It's  not  hard  to  envi- 
sion the  day  when  plug-in  organ  keyboards  and 
cartridges  with  add-on  synthesizer  chips  will 
transform  home  computers  into  the  kind  of  in- 
struments Covitz  is  experimenting  with  now. 

"Seeing  what  the  SID  chip  can  do,  and  do 
digitally,  I  expect  you'll  see  an  explosion  of  that 
sort  of  thing,"  says  Covitz.  "There  has  to  be.  It 
doesn't  require  very  much  hardware.  There  defi- 
nitely will  be  an  explosion  in  complexity."  © 


FAST  ENOUGH  FOR 
THEiWIIANRACE 


Ou 

alien  won't 

hang  around  for 

slow  software.  He 

wants  crisp  responses  at  

reallv  fast  processing. 

For  the  human  race  too,  slow  PET  BA; 

is  not  good  enough.  When  we  run  a  progr . 

whatever  it  is,  we  want  fast  efficient  action. 

PETSPEED,  the  compiler  recommended  by  Comi.._ 
IS  now  available  for  the  64  and  CBf^/I  2.  It  can  make  any  BASIC 
program  run  many  times  faster.  It  even  speeds  up  disk  handling.  We 
guarantee  that  PETSPEED  is  easier  to  use  and  generates  faster  codr 
than  any  other  BASIC  compiler  for  Commodore  Systems. 

Using  PETSPEED  is  simple.  Just  type  in  the  name  of  the  program; 
wait  a  few  minutes  and  then  watch  your  software  run  up  to  40  times 
faster. 

Petspeed  is  not  simply  a  compiler,  it  contains  a  powerful  OPTI  MIS- 
ER. While  PETSPEED  is  compiling,  it  breaks  your  program  down 
into  tiny  fragments  and  reassembles  it  removing  the  unnecessary  and 
simplifying  the  complex.  Dazzling  graphics.  Lightning  sorts.  With 
PETSPEED  anything  is  possible. 

Also  available  INTEGER  BASIC  COMPILER  -  150  to  200  times 
the  speed  of  Basic,  integer  Basic  is  for  those  applications  where  thf 
speed  of  machine  code  is  required  without  the  inconvenience  o, 
assembly  level  programming.  Ideal  for  scientific  and  educational 
users.  Compatible  with  Petspeed. 

PETSPEED  (Commodore  64}   SI  50 

PETSPEED  (8000  or  4000  series)        S300 

INTEGER  BASIC  (8000  or  4000  seriesl Si  75 

SPECIAL  OFFER:  Petspeed  PLUS  I ntsn "  ' 


T4I5)  964-8201 


Parti: 


Writing  Transportabie 

BASIC 


Edward  T  Ordmon 

Department  of  Mathematical  Sciences 

Memphis  State  University 


Ifi/ou  thi>ik  your  programs  might  ever  he  used 
on  another  computer  with  a  different  dialed  of  BASIC  ■ 
the  suggestions  in  this  tioo-pari  article  can  go  a  long 
way  towards  easing  the  transition.  This  month  the 
author  covers  documentation,  vocabulary,  and  reada- 
bility. The  article  concludes  next  month  with  an  over- 
view of  highly  machine-sensitive  issues  such  as  input- 
output  and  graphics. 


So  you  finally  got  your  own  computer.  Unfortu- 
nately, it  is  not  the  same  model  you  had  at  school. 
Or  you've  arrived  at  high  school  or  college  and 
the  computer  there  is  not  the  same  one  that  your 
junior  high  school  or  high  school  had.  What  are 
you  going  to  do  u'ith  all  the  programs  you  have 
accumulated?  My  own  school  has  just  bought 
several  of  the  new  IBM  Persona!  Computers  -  but 
most  of  the  programs  we  have  on  hand  were  writ- 
ten for  a  mainframe  or  for  our  OSl  microcom- 
puters. Come  to  think  of  it,  we  are  changing  main- 
frames next  semester,  too! 

Of  course,  all  of  these  machines  have  a  version 
of  BASIC.  (Some  of  them,  in  fact,  have  several 
versions  of  BASIC.)  But,  as  is  clear  to  anyone  who 
has  read  a  program  written  in  Apple  BASIC  and 
wished  he  could  run  it  on  his  Atari  (or  PET  or 
TRS-80  or ...),  all  BASIC  interpreters  are  not  the 
same. 

What  is  the  solution?  There  is  no  ideal  solu- 
tion, for  all  cases.  Some  published  programs  are 
difficult  to  convert  from  one  dialect  to  another. 
We  can,  however,  in  writing  programs  for  our- 
selves, for  friends,  and  perhaps  even  for  publica- 
tion, try  to  make  our  programs  transportable.  That 
is,  we  can  write  the  programs  so  that  they  can  be 
adapted  to  another  machine  with  a  minimum  of 
difficulty. 

Self-documenting 

A  program  is  easily  transportable  from  one 
machine  to  another  if  it  can  be  entered  and  run  in 
the  second  machine  with  no  substantial  rewriting 
-  certainly  no  changes  in  the  underlying  logic  or 

36    COMPUTE    Jcmuatv.ivaa 


algorithms  -  and  a  minimum  of  minor  changes. 
The  program  should  be  self-explanatory  so  that  it 
can  be  rewritten  without  knowledge  of  the  original 
machine  -  a  knowledge  of  the  machine  we  are 
rewriting  it  for  should  be  enough. 

I  have  one  fairly  complex  simulation  program 
that  was  first  written  about  12  years  ago  for  a  PDP- 
8.  It  has  since  been  rewritten,  by  me  or  by  others, 
for  S-100  bus  machines  in  CBASIC,  Apple,  TRS-80, 
IBM  Personal  Computers  and  IBM  370's,  Xerox 
Sigma  9,  PDP-11,  and  enough  other  machines 
that  I  have  lost  count.  I  suspect  that  it  would  have 
been  forgotten  after  the  second  or  third  transpor- 
tation to  a  new  machine,  if  it  had  not  been  written 
so  that  it  was  usually  just  a  matter  of  typing  it  in 
again. 

I  should  warn  you  at  the  outset  that  all  this 
article  considers  is  how  to  write  the  BASIC  pro- 
gram. It  does  not  address  the  problems  of  getting 
a  program  from  one  machine  to  another  without 
having  to  key  it  in  again.  Increasingly,  it  is  possible 
to  connect  the  two  computers  over  a  phone  line, 
directly  or  via  one  of  the  dial-up  timesharing  ser- 
vices, and  move  the  program  as  a  text  file  to  avoid 
retyping.  Nevertheless,  the  focus  of  this  article  is 
transportable  programming  techniques. 

What  can  you  do,  when  writing  a  program, 
to  make  it  easily  transportable?  We  will  divide  the 
strategy  into  five  main  parts:  1)  minimal  vocabu- 
lary; 2)  in-program  readability;  3)  formal  struc- 
turing; 4)  careful  attention  to  input-output;  and  5) 
limited  graphics. 

Minimal  Vocabulary 

First,  let's  consider  the  question  of  vocabulary  - 
what  features  of  BASIC  we  should  use.  Appar- 
ently, whenever  a  company  produces  a  new  com- 
puter or  a  new  version  of  BASIC,  it  feels  compelled 
to  add  features  not  found  in  anyone  else's  BASIC. 
Often  these  features  are  convenient  and  may  make 
programming  for  that  machine  easier.  However, 
they  make  transporting  a  program  much  harder. 
If  at  all  possible,  such  features  should  be  avoided 
when  writing  with  transportability  in  mind. 


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If  we  must  use  special  features,  they  should 
be  isolated  in  a  subroutine  near  the  end  of  the 
program  and  clearly  labelled.  The  main  program 
should  stick  to  features  found  in  virtually  all  ver- 
sions of  BASIC.  This  does  not  mean  that  string 
handling  must  be  restricted  to  the  limitations  of 
Radio  Shack  Level  1  BASIC,  which  is  an  extreme 
example;  nor  are  there  universal  rules  as  to  what 
constructions  are  allowed.  Some  textbooks  define 
"minimal  BASIC"  or  restrict  themselves  in  a 
similar  way. 

Educational  institutions  often  belong  to 
groups  (consortia)  which  promote  standards  for 
exchanging  programs;  CONDUIT  is  one  such 
educational  group  with  a  nice  pamphlet  on  stan- 
dard BASIC.  If  you  have  worked  with  several 
versions  of  BASIC,  sticking  to  common  features  is 
a  good  guide  for  what  will  be  transportable  be- 
tween them.  For  informal  use,  however,  or  for 
the  individual  who  has  just  worked  on  one 
machine,  here  are  the  standards  I  have  found 
useful  in  working  with  perhaps  a  dozen  different 
machines,  large  and  small. 

Variables  And  Commands 

Figure  1  suggests  some  guidelines  for  variable 
names,  numbers,  line  numbers,  DIM  statements. 
Clearly,  the  list  could  be  made  much  longer.  For 
instance,  how  big  can  a  real  number  be  and  not 
overflow?  How  small  can  a  positive  number  be 
and  still  be  distinguished  from  zero?  Most  BASIC 
programs  do  not  depend  critically  on  these  figures, 
which  may  differ  dramatically  from  one  system  to 
another. 


Figure  1:  Variables  and  Numbers 

Line  numbers:   1  to  9W9 

Variable  names:  One  letter  or  one  letter  and  one  digit. 
Strings,  one  letter  and  S.  Examples: 
A     B2     C9     F$    Z$ 

Dimensions:  Always  declared  if  needed;  execute  the 
DIM  statement  once,  before  using  the  variables. 
If  posj.ible,  stick  to  one  subscript  for  strings,  two 
for  numbers.  Do  not  use  variable  sizes  or  reuse 
letters.  DIM  C$(50),D(20,10)  is  good;  DIM  B(N), 
A(50),A$(20)isbad. 


If  your  program  does  depend  on  them,  you 
should  probably  make  this  explicit  (and  include  a 
REMark  giving  the  limits  on  your  system).  For 
instance,  if  your  program  has  a  variable  X  that 
gets  closer  and  closer  to  zero  as  you  go  around  a 
loop,  and  you  exit  the  loop  by  testing  IF  X  =  0 
THEN  . . .  ,  the  program  may  behave  very  differ- 
ently or  even  fail  on  another  computer.  Changing 
this  to 


will  make  the  program  transportable:  the  person 
converting  it  can  check  to  see  if  the  new  computer 
will  accept  lE-50.  If  it  will  not,  he  can  substitute 
an  acceptable  number,  e.g.,  lE-30. 


Figure  2: 

The  most  common  statements 

DATA 

LET 

DIM 

NEXT 

END 

ON.. -GOTO 

FOR...TO,..STEP 

PRINT 

GOSUB 

READ 

GOTO 

RESTORE 

IF.. .THEN,., 

RETURN 

INPUT 

500  IF  ABS(X)<lE-50  THEN  , 
NON-ZERO  NUMBER 


REM  USE  A  SMALL 


Figure  2  shows  a  limited  list  of  BASIC  com- 
mands -  a  very  limited  list.  While  almost  every 
BASIC  accepts  more  commands  than  these,  they 
differ  on  which  statements  those  are.  For  each 
command  not  on  this  list,  there  is  some  computer 
around  that  will  not  accept  it.  To  make  matters 
worse,  computers  differ  substantially  in  how  they 
interpret  some  of  these  commands.  Some,  for 
instance,  do  strange  things  on  a  STOP  but  allow 
END  only  as  the  last  line  of  a  program.  The  cure: 
place  9999  END  as  the  last  line  of  the  program, 
and  terminate  anywhere  else  by  GOTO  9999. 

GOTO  and  GOSUB  should  be  followed  just 
by  a  line  number.  GOTO  500  is  fine;  avoid  GOTO 
A  even  if  your  computer  likes  it.  In  the  statement 
FOR  X  =  A  TO  B  STEP  C,  it  is  best  to  restrict  A,  B, 
and  C  to  integers  (or  expressions  evaluating  to 
integers)  and  to  avoid  changing  them  inside  the 
loop.  NEXT  must  name  just  one  variable  for  the 
corresponding  FOR,  e.g.,  NEXT  X. 

IF... THEN  statements  require  special  atten- 
tion, since  so  many  computers  have  so  many  dif- 
ferent extensions.  A  few  computers  accept  only 
statements  such  as  IF  Y>  =Z  THEN  830,  prohib- 
iting calculations,  logical  operations,  and  not  al- 
lowing anything  but  a  line  number  after  THEN.  I 
am  not  seriously  suggesting  that  you  keep  things 
this  simple:  the  extensions  are  extremely  helpful. 
However,  it  is  a  good  idea  to  keep  things  simple 
enough  so  that  your  statements  can  be  translated 
into  this  form.  This  will  be  discussed  further  in 
the  section  on  structure,  next  month. 

Numeric  And  String  Functions 

Figure  3  shows  the  most  commonly  implemented 
numeric  functions.  Either  most  BASICs  have  these 
functions,  or  the  programmer  using  the  machine 
will  be  prepared  to  fake  them  somehow.  Two 
deserve  special  mention:  RND  and  TAB. 

RND  is  implemented  differently  on  almost 
every  computer.  Some  use  X  =  RND,  some  use 


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Figure 

i 

3:  The  most  common 

numeric  functions 

ABS 

cos 

INT 

RND 

SIN 

TAB 

ATN 

EXP 

LOG 

SGN 

SQR 

TAN 

X  =  RND(0),  some  use  RND(l),  some  use  RAN- 
DOMIZE to  start  (seed)  the  random  number  gen- 
erator and  some  do  not.  You  should  assume  that 
every  line  containing  RND  will  have  to  be  rewrit- 
ten. You  should  make  this  as  easy  as  possible,  by 
minimizing  the  number  of  lines  involved  and 
making  your  intention  clear.  If  you  need  a  random 
number  in  20  different  places  in  your  program, 
do  not  have  RND  appear  in  20  places;  place  it  in  a 
subroutine.  That  is,  incorporate  in  your  program 

9000  REM  **t  SET  RANDOM  NUMBER,  CHANG 
e  FOR  OTHER  COMPUTERS  *** 

9010  X=RND(1):REM  R  ANDDM  ,  0<:  X  <  1  ,  NEW  S 
EDUENCE  EACH  RUN 

9020  RETURN 

and  then  place  GOSUB  9000  wherever  needed  in 
your  program.  Here  is  a  more  typical  use,  near 
the  start  of  a  game  program: 

150  N  =  INT(100»RND)  +  1  :REM  RANDOM  INTEGER 


1  TO  100 


H.*»**»lfr»*!*-**»»* 


Here  the  string  of  asterisks  warns  you,  when 
transporting  the  program,  that  the  line  is  likely  to 
change.  The  remark  tells  what  is  wanted  and  will 
save  a  lot  of  time  if  the  new  computer  achieves 
thisbyN  =  RND(100). 

Turning  briefly  to  TAB  :  there  are  computers 
that  like  TAB(N)  (go  to  column  N),  those  that  like 
SPC(N)  (print  N  spaces),  those  that  like  both,  and 
those  that  like  neither.  Most  people  know  how  to 
juggle  spacing  on  their  own  machine,  so  making 
your  intention  clear  (by  remarks  or  a  sample  print- 
out) is  probably  more  important  than  the  exact 
way  you  write  your  PRINT  statements.  There  will 
be  more  on  this  in  the  discussion  of  input-output, 
next  month. 


Figure  4:  The  most  common  string 
functions 


ASC(X$) 
CHRS(N) 
VAL(X$) 
STR$(X) 


LEFT$(A$,N) 

RIGHT$(A$,N) 

MID$(A$,I,)) 


The  functions  given  in  Figure  4  are  now  re- 
markably widespread  in  microcomputers.  It  is 
probably  safe  to  use  all  of  them  freely  in  that  con- 
text. That  is,  if  the  person  rewriting  the  program 


does  not  have  LEFTS,  he  probably  has  a  reasonbly 
direct  substitute.  You  cannot  count  on  the  format 
produced  by  STR$  being  the  same  from  one 
machine  to  another  -  some  pad  with  blanks  on 
the  left,  some  on  the  right,  some  not  at  all.  Func- 
tions that  match  a  substring  are  present  on  many 
machines,  but  absent  on  many  others.  Many  sys- 
tems will  crash  if  you  call  LEFT$(A$,N)  and  A$ 
has  less  than  N  characters,  so  you  should  always 
test  for  this  before  you  call  LEFT$  even  if  your 
system  does  not  insist  on  it. 

Large  computers  differ  substantially  in  how 
they  handle  strings,  and  are  often  more  restrictive 
than  small  computers.  ASC  and  CHR$  are  fre- 
quently absent;  many  large  computers  do  not 
even  use  the  ASCII  character  set.  Avoid  extensive 
string  manipulations,  or  at  least  place  them  in  a 
subroutine,  if  your  program  may  have  to  run  on  a 
large  mainframe  next  year. 

Readability 

Next,  if  our  program  is  to  be  readily  transportable 
to  another  version  of  BASIC,  it  must  be  readable. 
First,  can  the  reader  understand  our  individual 
lines,  and  translate  them  for  the  new  system? 
Second,  can  the  reader  understand  our  general 
strategy  or  procedure  (our  algoritlim)  well  enough 
to  debug  the  program  if  errors  creep  in,  or  if  his 
BASIC  interprets  some  command  very  differently 
than  expected? 

The  most  important  consideration,  for  the 
second  of  these,  is  to  make  the  program  suffi- 
ciently modular  and  to  provide  appropriate 
REMarks  for  each  module;  this  is  addressed  more 
in  the  discussion  of  structure,  later.  There  are  a 
number  of  "tricks  of  the  trade"  that  make  indi- 
vidual lines  easier  to  read,  however.  Here  are  a 
few  principles: 

1.  Leave  plenty  of  space  between  line  num- 
bers. Even  if  you  have  only  one  command  per 
line,  some  one-line  commands  on  your  system 
may  become  multiple  commands  on  another.  If 
you  use  several  commands  per  line,  the  situation 
gets  far  worse.  This  is  not  to  condemn  all  multiple- 
command-per-line  statements,  since  they  can  add 
to  the  clarity  of  the  program.  Just  remember  that 
while  your  computer  may  allow: 

500  INPUT  "WHAT  IS  YOUR  NAME?";  N$ 

someone  else's  may  require 

500  PRINT  "WHAT  IS  YOUR  NAME"; 

501  INPUT  N$ 

This  is  an  easy  change  if  you  left  a  line  number 
available.  It  is  quite  possible  for  a  complex  one-line 
statement  on  one  system  to  require  six  or  eight 
lines  on  another. 

2.  Leave  plenty  of  blanks  in  your  commands, 
where  appropriate.  You  may  have  no  trouble 
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but  n  reader  will  find  250  PRINT  T5  and  300  FOR 
L5  =  P  TO  M  much  easier  to  copv  or  edit.  Many 
BASICs  do  irisist  on  the  spaces;  the  new  IBM  Per- 
sonal Computer  is  one  that  does.  Your  computer 
may  allow  a  larger  program  or  run  faster  if  vou 
delete  spaces  and  remarks,  but  you  make  the  pro- 
gram much  harder  to  transport  when  you  delete 
them.  It  may  be  worth  keeping  two  programs,  a 
transportable  copy  and  a  condensed,  quick-run 
copy. 

3.  Avoid  unprintahk'  characters.  Where  a  few 
are  necessary,  find  a  way  to  make  their  presence 
visible.  For  instance,  a  disk  read  in  Applesoft  re- 
quires that  you  PRINT  a  CONTROL-D  followed 
by  a  string.  You  can  make  this  readable  by 

200  D$=  CHR$(4)  :REM  CONTROL-D 

540  PRINT  D$;"OPEN  FILENAME"  :REM  DOS 
COlVrMAND  STARTS  CTRL-D 

It  is  a  good  idea  to  indicate  what  other  CHR$ 
characters  are  when  they  are  created,  too  -  for 
instance  when  CHRS  is  used  to  put  a  quote  mark 
into  a  string,  or  manipulate  carriage  returns  or 
line  feeds. 

4.  Identify  specific  features  you  depend  on. 
This  happens  most  often  in  connection  with 
PRINT  and  INPUT  statements.  Most  of  us  can 
guess  what  someone  else's  PRINT  statements  are 
supposed  to  do,  but  the  INPUTs  are  another 
matter. 

Some  systems  input  a  sentence  like  "TODAY 
IT  RAINS"  by  INPUT  A$  and  the  response 
7TODAY  IT  RAINS;  others  bv  INPUT  A$  and 
response  ?"TODAY  IT  RAINS";  others  by  INPUT 
LINE  A$  or  by  LINPUT  A$  or  even  by  INPUT 
(FIELD  40)  A$.  You  can  make  this  clear  to  the 
reader  -  so  that  he  can  try  to  do  the  appropriate 
thing  on  his  system  -  by  remarks,  but  clear  user 
instructions  within  the  program  are  probably  even 
better.  For  example, 

110  PRINT  "TYPE  IN  A  SENTENCE  SURROUNDED 

BY  QUOTE  MARKS" 
120  INPUT  A$  :REM  SAMPLE  "HELLO,  JOE, 

WADDAYA  KNOW." 

5.  Make  cues  to  the  user  extremely  clear.  Re- 
member that  you  won't  be  around  to  show  people 
how  to  use  it;  in  fact,  no  expert  on  the  program 
will  be  around.  Give  sample  aiiswers  whenever 
possible,  and  protect  against  invaUd  answers. 

130  PRINT"Da  you  WANT  TO  PLAY  AGAIN   ( 

Y/N)  ■'  ; 
140  INPUT  A« 
150  IF  AS="N"  THEN  9999 
160  IF  A*<>"Y"  THEN  130 

Note  that  invalid  answers  will  cause  the  question 
to  be  asked  again. 

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Mattel's 
New  Home 
Computer 

Tom  R.  Halfhill,  Features  Editor 


Judging  from  the  inquiries  we've  been  receiving 
at  COMPUTE!,  people  are  having  a  tough  time 
choosing  between  the  current  crop  of  low-end 
home  computers:  the  Atari  400,  Commodore  VIC- 
20,  Radio  Shack  Color  Computer,  Sinclair/Timex, 
and  Texas  Instruments  TI-99/4A. 

Well,  it's  about  to  get  even  tougher. 

Mattel  Electronics  has  announced  a  home 
computer  aimed  squarely  at  the  low-end  market. 
It  is  jwt  to  be  confused  with  the  long-delayed 
Intellivision  keyboard  attachment  -  which  has 
been  redesigned  again,  incidentally.  Mattel  says 
the  new  computer,  dubbed  the  Aquarius,  is  due 
"very  early  in  1983." 

The  Aquarius  will  sell  for  under  $200  retail. 
The  price  is  expected  to  vary  because  the  machine 
will  be  sold  through  mass  consumer  outlets.  This 
means  it  will  be  available  at  a  wide  range  of  TV- 
electronics  stores,  audio/video  shops,  department 
stores,  discount  stores,  and  catalog  showrooms. 
As  we've  seen  with  the  other  low-end  home  com- 
puters being  marketed  this  way,  prices  are  greatly 
discounted  because  competition  is  so  fierce. 

Expands  To  52K  RAM  And  CP/M 

The  Aquarius  will  come  with  4K  of  Random  Access 
Memory  (RAM),  expandable  to  52K  RAM  in  4K 
and  16K  steps  with  plug-in  cartridges.  Microsoft 
BASIC  is  built-in.  There  is  one  voice  for  sound 
effects  or  music,  and  an  expansion  option  (de- 
scribed below)  provides  three  voices.  The 
maximum  graphics  resolution  is  320  by  200  pixels 
(screen  dots)  in  16  colors. 

The  Aquarius  can  display  256  characters. 
This  includes  a  128-character  ASCII  set  with  upper- 
and  lowercase,  and  128  user-programmable  char- 
acters, similar  to  the  redefinable  character  sets  on 
the  Atari,  Commodore  64,  VIC-2G,  and  TI-99/4A 
computers. 

For  the  Central  Processing  Unit,  the  central 
"brain"  of  the  computer,  Mattel  chose  the  Z-80A, 
an  eight-bit  microprocessor  chip.  The  use  of  this 
chip  allowed  Mattel  to  give  the  Aquarius  CP/M 
capability.  CP/M  (Control  Program  for  Microcom- 
puters) is  an  operating  system  primarily  used  for 


business  applications.  The  Aquarius  can  run  CP/M 
with  the  addition  of  a  disk  drive  and  disk  controller 
card.  It  is  very  unusual  that  a  low-end  home  com- 
puter would  have  CP/M  capability,  but  a  Mattel 
official  explained,  "Some  home  users  will  be  pro- 
,  fessionals  who  will  prefer  to  work  at  home."  With 
CP/M,  a  huge  library  of  existing  business  programs 
will  work  on  the  Aquarius. 

The  keyboard  has  49  keys.  It's  more  than  the 
membrane  keyboard  found  on  the  Atari  400,  but 
is  not  quite  a  full-stroke  typewriter  keyboard  like 
the  VIC-20's.  The  keystroke  travel  is  1.5  to  2  mil- 
limeters, and  the  keys  are  made  of  a  rubber-like 
material  instead  of  hard  plastic,  similar  to  the 
keys  on  Sinclair's  new  ZX  Spectrum  (see  COM- 
PUTE!, August  1982).  The  keyboard  accepts  over- 
lays for  special  applications.  For  example,  an  over- 
lay for  BASIC  programming  allows  one-key  entry 
of  BASIC  commands. 

While  all  of  these  features  are  standard  in  the 
under-$200  Aquarius,  Mattel  says  it  will  offer  a 
complete  system  "in  the  $500  range"  which  will 
include  a  data  recorder  (tape  drive),  a  printer, 
and  the  Aquarius  Mini-Expander.  The  Mini-Ex- 
pander is  an  attachment  which  adds  three-voice 
sound,  two  game  controllers  on  eight-foot  cords, 
and  two  slots  for  plug-in  cartridges.  One  slot  is 
for  memory  expansion  and  the  other  accepts  car- 
tridge programs. 

All  of  the  software  initially  released  for  the 
Aquarius  will  be  on  cartridges.  Mattel  promises 
that  eight  to  ten  cartridges  will  be  available  when 
the  Aquarius  is  introduced.  This  will  include  edu- 
cation, home  management,  personal  improve- 
ment, and  entertainment  software. 

One  cartridge  will  be  a  low-cost  Logo  with 
turtle  graphics,  the  acclaimed  learning  language 
for  children.  Mattel  says  its  Logo  is  designed  to 
work  on  a  minimum  system  without  extra  acces- 
sories. Another  cartridge  will  be  FileForm,  a  word 
processor.  Mattel  says  more  cartridges  will  be 
released  monthly  after  the  computer  is  introduced, 
and  that  additional  software  may  be  available  on 
cassette  in  the  future.  All  the  software  has  been 
developed  at  Mattel,  although  the  company  is 
now  talking  to  outside  developers. 

Other  expected  add-ons  include  a  disk  drive 
and  a  40-column  thermal  printer.  No  prices  have 
been  disclosed  for  these  extras,  but  a  Mattel  official 
did  say  that  the  memory  expansion  boards  would 
be  "extremely  price-competitive." 

Apparently,  the  Aquarius  will  lack  special 
function  keys,  sprite  graphics,  and  full-screen 
editing.  Reportedly,  it  will  have  8K  of  ROM  (Read 
Only  Memory),  a  40  by  24  screen  display,  dimen- 
sions of  13  by  6  by  2  inches,  and  weigh  four 
pounds.  It  will  come  with  simplified  instruction 
cards  so  beginners  can  get  the  machine  working 
without  reading  the  manual.  © 

Janua(Y,19e3    COMPUTS!    43 


THE  BEGINNER'S  PAGE 


Richard  Monsfieid,  Senior  Editor 


Myths  About  Programming 


Whenever  someone  says  that  they  are  "not  the 
type"  or  they  "weren't  good  in  math"  as  a  reason 
for  not  learning  to  program  in  BASIC,  I  like  to 
compare  learning  BASIC  to  learning  how  to  drive 
a  car.  A  few  people  never  learn  to  drive,  but  most 
of  us  do.  What's  more,  it  takes  a  few  weeks  at 
most  to  catch  on  to  either  driving  or  BASIC.  You. 
improve  over  the  years,  but  the  essentials  can  be 
grasped  pretty  quickly.  And  in  the  coming  Age  of 
Information,  not  knowing  how  to  program  could 
well  be  as  inconvenient  as  not  having  a  driver's 
license  is  today. 

After  all,  there  are  only  some  50  BASIC  words 
to  learn.  Several  of  them  are  very  rarely  needed 
{you  can  look  through  hundreds  of  programs  and 
never  find  WAIT,  POS,  or  TAN).  Also,  many 
BASIC  words  mean  exactly  what  they  say:  STOP 
stops  a  program,  RUN  runs,  END  ends. 

If  someone  is  still  doubtful,  the  most  con- 
vincing argument  is  a  demonstration.  You  can 
say:  "Let's  try  something  complex.  How  about 
printing  your  name  1,000  times  on  the  screen?" 
Then  type:  10  ?  "Alan";  :  GOTO  10. 

Could  ft  Explode? 

Another  factor  which  causes  hesitation  about 
learning  programming  is  a  fear  of  the  unknown. 
It's  not  hard  to  see  where  this  nervousness  comes 
from.  There  is  a  category  in  movies  which  changes 
each  generation,  but  could  be  called  the  Franken- 
stein Slot.  A  scientist  gets  too  big  for  his  britches, 
tampers  with  unknown  forces,  and  his  creation 
runs  amok  while  the  villagers,  in  their  ancient 
wisdom,  ineffectually  stone  the  laboratory. 

During  the  fifties  there  were  dozens  of  films 
in  which  atomic  radiation  filled  this  slot.  It  caused 
moths  and  ants  to  grow  to  enormous  size,  ram- 
paging through  cities.  When  people  learned  that 
radiation,  dangerous  as  it  can  be,  could  not  cause 
insect  giantism,  popular  entertainment  found  a 
new  monster.  Dozens  of  movies  in  the  sixties 
(some  of  them  excellent,  like  2001,  The  Farbin  Pro- 
ject, and  more  recently.  The  Demon  Seed)  portrayed 
the  computer  as  Frankenstein. 

44    COMPUnt    Januatv,19e3 


When  people  buy  their  first  personal  com- 
puter, they  are  not  generally  worried  that  it  might 
destroy  their  house,  but  they  often  worry  about 
the  computer  getting  out  of  their  control  and 
damaging  itself.  They  sense,  correctly,  that  a  com- 
puter is  a  powerful  machine. 

You'll  see  this  hesitancy  when  people  look 
up,  their  first  time  in  front  of  the  keyboard,  and 
ask,  "What  should  I  be  careful  of?  Can  I  hurt  it?" 
We  get  letters  from  beginners  wanting  to  know  if 
they  should  use  POKE,  the  BASIC  word- that 
changes  what's  in  the  computer's  memory.  They 
have  a  perfectly  understandable  fear  that,  as  one 
New  Yorker  recently  wrote,  "I  might  damage  the 
BASIC  ROM  chips. '^' 

Your  computer  watches  out  for  most  kinds  of 

errors.  It  simply  won't  allow  you  to  POKE  into 

BASIC  ROM  chips.  If  you  try  to  send  a  POKE  to 

an  address  that's  in  ROM  (Read  Only  Memon,'),  it 

will  just  bounce  off.  Nothing  happens.  These 

addresses  can  only  be  read,  not  written  (POKEd) 

to. 

We  always  used  to  say  that  nothing  you  could 

type  into  the  computer  could  hurt  it  in  any  way. 

If  it  doesn't  understand  what  you  write,  or  can't 

carry  out  your  instructions,  it  will  stop  and  tell 

you  where  it  stopped  and,  in  general  terms,  why. 

The  worst  that  could  happen  would  be  an  "endless 

loop,"  and  you  would  have  to  turn  power  off  and 

back  on  to  get  control.  None  of  this,  however, 

would  start  the  computer  smoldering. 

This  advice,  unfortunately,  is  not  100  percent 
correct.  It  was  discovered  that  there  was  one  POKE 
to  PETs  with  Original  or  Upgrade  BASIC  versions 
which  would  make  the  video  display  about  six 
times  faster.  It's  POKE  59458,62.  PET/CBMs  with 
the  most  recent  4.0  BASIC  chips,  however,  ca>i  be 
damaged  by  this  POKE  if  left  running  without 
turning  off  the  power.  Since  there  are  about  17 
million  combinations  of  POKEs  you  can  make 
into  your  computer,  the  odds  are  clearly  against 
your  accidentally  making  this  error.  Nevertheless, 
it  does  make  it  impossible  to  tell  someone  that 
nothing  you  type  into  any  computer  could  hurt  it. 


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The  Math  Myth 

When  autos  were  first  becoming  popular,  there 
were  doubtless  many  people  who  refused  to  try 
driving,  saving,  "That's  one  thing  that  I  will  never 
try  to  learn.  I  could  never  control  our  horse."  A 
weakness  in  math  is  often  given  as  the  reason  for 
not  trying  programming.  In  fact,  the  two  activities 
are  hardly  related.  Mathematical  words  are  avail- 
able in  BASIC,  but  programming  does  not  need 
to  involve  much  math  beyond  simple  arithmetic 
unless  you  choose  to  solve  mathematical  prob- 
lems. You  will  need  to  search  a  long  time  to  find 
any  use  of  the  word  SIN  in  the  dozens  of  BASIC 
programs  pubhshed  each  month  in  COMPUTE!. 

Personal  computers  are  general-purpose 
tools.  They  can  be  used  to  solve  complex  equa- 
tions, but  to  call  programming  "mathematical" 
would  be  too  narrow  it  down  to  only  one  of  its 
countless  applications.  And  it  would  also  mislead 
people  into  thinking  that  they  need  a  special  talent 
in  math  to  become  competent  programmers. 

Several  years  ago  one  of  America's  largest 
corporations  undertook  a  study  to  find  out  what 
its  best  programmers  had  studied  in  college.  To 
nearly  everyone's  surprise,  English  and  music 
were  the  most  common  majors  among  the  top 
computerists.  Perhaps  this  is  because  these  dis- 
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Perhaps  they  combine  logical  thinking  with  imag- 
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the  Indianapolis  500.  To  get  where  you  want  to 
go,  ordinary  driving  or  programming  knowledge 
will  suffice.  There  are  very  few  people  who  can't 
learn  the  necessary  skills. 

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Atari's 
Sound  System 


John  Scarborough,  Novato,  CA 


If  you're  interested  m  the  improvements  to  Atari  sound 
and  music  possible  via  machine  language  -  this  will  get 
you  started.  These  simple  demonstrations  might  con- 
vince you  to  abandon  the  SOUND  command  entirely. 


Many  programmers  who  decide  to  make  the  jump 
from  BASIC  programming  to  machine  language 
programming  find  frustration  in  their  attempt  to 
print  to  the  screen  or  produce  sound.  The  problem 
is  that  there  are  now  no  print  or  sound  statements. 
Machine  language  deals  entirely  with  retrieving, 
manipulating,  and  storing  data. 

But  even  after  the  programmer  discovers  this 
it  won't  do  him  much  good  unless  he  knows  where 
and  what  to  store  to  produce  results.  Furthermore, 
this  information  is  often  not  provided  in  the  man- 
uals that  come  with  the  computer.  So  how  does 
he  obtain  this  information?  He  must  turn  to  other 
methods.  Four  common  ones  are: 

1.  The  trial  and  error  method  (very  inefficient, 
but  sometimes  necessary). 

2.  Advanced  user's  manuals. 

3.  Information  obtained  from  a  human  source, 
such  as  from  friends  or  teachers. 

4.  A  magazine. 

This  article  is  in  category  four.  After  studying 
this  article,  you  will  have  more  control  over  the 
four  voices  provided  by  the  Atari.  The  article  will 
also  briefly  cover  the  built-in  speaker. 

Sound  Commands 

Look  at  the  following  sound  command: 

SOUND  0,121, X,X 

This  instructs  the  computer  to  store  a  value  of 
121,  which  will  produce  a  middle  C  note,  into 
Audio  Frequency  Control  register  0.  This  register 
is  located  at  memory  location  53760  (SD200  hex). 
Thus,  the  following  two  commands  will  function 
identically: 

SOUND  0,121,X,X 
POKE  53760,121 

The  three  remaining  Audio  Frequency  Con- 

4B    COMPUIE!     JanucirYJ983 


trol  registers  are  located  at  53762  {$D202),  53764 
($D204),  and  53766  ($D206).  A  POKE  53764,128 
would  store  a  value  of  128  (a  B  note)  into  the  Voice 
2  Audio  Frequency  Control  register.  SOUND 
2,128, X,X  will  do  the  same.  (See  Figure  1  for  a 
clearer  representation  of  the  four  Audio  Frequency 
Control  registers.) 

Now  you  can  store  a  given  frequency  (note) 
into  any  of  the  four  Audio  Frequency  Control 
registers.  But  what  about  distortion  and  volume? 
Look  at  the  following  sound  command: 

SOUND  0,X,10,12 

This  tells  the  computer  to  produce  a  pure  tone 
(10)  and  a  volume  level  of  12.  Upon  execution, 
the  computer  will  convert  the  number  10  to  160 
(160  is  the  actual  pure  tone  code.  See  Figure  2  to 
find  the  corresponding  distortion  codes  for  the 
eight  additional  distortion  levels),  add  12  to  it, 
and  then  store  the  result  into  Audio  Control  re- 
gister 0.  This  register  is  located  at  memory  location 
53761  ($D201  hex).  Thus,  the  next  two  commands 
will  perform  the  same  task: 

SOUND  0,X,10,12 
POKE  53761,160  +  12 

The  three  remaining  Audio  Control  registers 
are  located  at  53763  ($D203),  53765  ($D205),  and 
53767  ($D207).  A  POKE  53767,160  +  7  would  store 
a  pure  tone  and  volume  level  of  7  into  Audio  Con- 
trol registers.  SOUND3,X,160,7  will  do  the  same. 
(See  Figure  1  for  a  clearer  representation  of  the 
four  Audio  Control  registers.) 

You  should  now  know  how  to  store  any  given 
note,  tone  and  volume  level  into  any  of  the  four 
voices  provided  by  the  Atari  (and  without  using 
sound  statements).  The  following  two  BASIC 
programs  function  identically; 

10  SOUND  0,121,10,12 
20  GOTO  20 

10  POKE  53760,121 

20  POKE  53761,160 +  12 

30  GOTO  30 

Ttie  Built-in  Spealcer 

That  is  an  overview  of  the  sound  that  is  channeled 
to  the  television  speaker,  but  what  about  the  built- 


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WITH  YOUR  ATARI!! 


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in  speaker?  The  built-in  speaker  is  controlled  via 
location  53279  ($D01F). 

Program  1  will  make  the  built-in  speaker  ran- 
domly click.  (Not  a  very  spectacular  sound  effect, 
to  be  sure,  but  that's  not  to  be  expected  from 
BASIC  statements.)  Program  2A  and  2B  (which 
function  identically)  will  also  make  the  built-in 
speaker  randomly  click,  but  they  do  not  use  BASIC 
statements  to  produce  the  sound  and  will  there- 
fore click  the  speaker  much  faster  than  will  Pro- 
gram 1 .  compare  the  two  for  yourself.  The  com- 
parison will  give  you  some  idea  of  the  speed  avail- 
able to  you  from  machine  language  programming. 

If  you  compared  Programs  1  and  2,  you  might 
have  thought:  "If  machine  language  can  do  that 
much  for  that  little  built-in  speaker...."  Yes,  by 
using  machine  language  you  can  greatly  increase 
the  quality  of  the  sound  that  comes  out  of  your 
television  speaker. 

I  leave  you  with  a  simple  machine  language 
program  that  will  demonstrate  this  increase  in 
quality.  The  program  is  written  in  both  assembly 
language  (3A)  and  BASIC  (3B).  This  is  a  simple 
program;  it  would  have  been  half  as  long  without 
the  delay  routine.  However,  the  sound  would  not 
be  audible  if  there  were  no  delay  built  into  the 
machine  language  program! 


Program  1. 


Figure  1. 

The  Four  Voices  Provided  By  The  Atari                            | 

VOICE  0 

Audio  Frequency  Control  Register 
Audio  Control  Register 

-  53760  {$D200) 
-53761  {$D201) 

VOICE  1 

Audio  Frequency  Control  Register 
Audio  Control  Register 

-  53762  ($D202) 

-  53763  ($D203) 

VOICE  2 

Audio  Frequency  Control  Register 
Audio  Control  Register 

-  53764  ($D204) 

-  53765  ($D205) 

VOICE  3 

Audio  Frequency  Control  Register 
Audio  Control  Register 

-  53766  ($D206) 

-  53767  ($D207) 

Figure  2. 

Examples  Of  The  Eight  Distortion  Levels                 | 

Usinf 

;  Random  Voices 

SOUND  O,X,0,V    = 

POKE  53761,0 +  V 

SOUND  0,X,2,V    = 

POKE  53761 ,32 +  V 

SOUND  3,X,4,V    == 

POKE  53767,64 +  V 

SOUND  1,X,6,V    = 

POKE  53763,96 -t-V 

SOUND  0,X,8,V    = 

POKE  53761,128 +  V 

SOUND  1,X,10,V  = 

POKE  53763,160 +  V 

SOUND  2,X,12,V  = 

POKE  53765,192 +  V 

SOUND  0,X,14,V  = 

POKE  53761,224 +  V 

5  REM  -THIS  PROGRAM  UTILIZES  THE  BUIL 

T-IN  SPEAKER  USING  BASIC  STATEMENTS 

10  fi=INT (256«RND ( 1 ) ) : REM  -LOAD  A  WITH 

A  RANDOM  NUMBER  FROM  O  TO  255 
20  POKE  53279, AiREM  -STORE  A  AT  53279 
30  GOTO  10:REM  -START  OVER 


Program  2a. 


5  jTHIS  PROGRAM  UTILIZES  THE  BUILT-IN 
SPEAKER  FROM  MACHINE  LANGUAGE  USIN 
G  THE  ASSEMBLER-EDITOR  CARTRIDGE 

lO  *=*600 

20  LOOP  LDA  *D20A  ;LOAD  A  WITH  A  RAND 
DM  NUMBER  FROM  O  TO  255 

30  STA  S3279  ; STORE  A  AT  S3279 

40  JMP  LOOP  sSTART  OVER 


Program  2b. 


5  REM  -THIS  PROGRAM  UTILIZES  THE  BUIL 
T-IN  SPEAKER  FROM  MACHINE  LANGUAGE 
USING  THE  BASIC  CARTRIDGE 

10  FOR  LOOP=I536  TO  1544 

20  READ  DATA 

30  POKE  LOOP, DATA 

40  NEXT  LOOP 

50  X=USR(1536> 

60    DATA     173,10,210,141,31,208,76,0,6 


Program  3a. 

5  ;THIS  PROGRAM 
ON  SPEAKER  FR 
ING  THE  ASSEM 
10  *=*&00 
20  FREQ=«660 
30  ; STORE  A  PUR 

UME  LEVEL  OF 

E  O 
40  LDA  #175 
50  STA  ♦D20i 
60  ; STORE  CURRE 

E  O 

70  START  LDX  FR 
80  STX  *D2O0 
90  INX  jINCREME 
100  STX  FRED 
110  ;DELAY  PROG 
120  DELAY  LDX  # 
130  LDDPl  LDY  « 
140  LOOP2  DEY 
150   BNE  LOOP2 
160   DEX 
170   BNE  LOOPl 
lao   JMP  START 


UTILIZES  THE  TELEVISI 
DM  MACHINE  LANGUAGE  US 
BLER-EDITOR  CARTRIDGE 


E  TONE  (160)  AND  A  VOL 
15  (160+15)  INTO  VOIC 


NT  FREQUENCY  INTO  VOIC 

EQ 

NT  FREQUENCY  LEVEL 

RAM  EXECUTION 

15 
15 


; CONTINUE 


Program  3b. 

5  REM  -THIS  PROGRAM  UTILIZES  THE  TELE 
VISION  SPEAKER  FROM  MACHINE  LANGUAG 
E  USING  THE  BASIC  CARTRIDGE 

10  FOR  L0aP=1536  TO  1563 

20  READ  DATA 

30  POKE  LOOP, DATA 

40  NEXT  LOOP 

50  X=USR(1S36) 

60  DATA  169,175,141,1,210,174,96,6,14 
2,0,210, 232, 142,96,6, 162, 15, 160, 15 
, 136,208,253,202,208,248,76,5,6  Q 


50    COMPUIE!    January,  1983 


A  fantasy  role-playing  adventure  for  • 
one  or  more  players 

By  Stuart  Smith 

ALI  BABA  AMD  THE  FORTY  THIEVES  is  written  in 
high  resolution  color  graphics  and  includes 
music  and  sound  effects.  Adventures  can  be 
saved  to  disk  and  resumed  at  a  later  time. 


Auailable  for  Apple  II  and  Apple  II  Plus  48H  or 
Atari  800  32K. 

On  diskette  only  —  $32.95 

fSra  QUTiLny 

|g£]  SOFTW7IR6 

6660  Reseda  Blvd.,  Suite  105,  Reseda,  CA  91335     (213)  344-6599 


VIC  Sound  Generator 


Robert  Lee,  Vancouver,  B.C. 


Adding  sounds  to  VIC  can  significantly  slow  down  a 
BASIC  progrnm.  The  action  stops  and  waits  for  the 
sound  to  finish.  This  could  be  especially  annoying  lohen 
you  want  a  game  to  run  as  fast  as  possible.  With  this 
sound  generator,  you  can  add  sounds  in  BASIC  easily 
and  xvilhout  a  speed  penalty. 


Among  the  novel  features  of  the  VIC-20  are  its 
sound  capabilities.  These  give  it  an  advantage 
over  the  PHT,  bringing  a  new  dimension  to  game 
programs.  However,  one  of  the  problems  I  and 
undoubtedly  other  VIC  owners  have  encountered 
is  that,  while  manipulating  the  sound  generators 
in  a  BASIC  program,  it  is  not  possible  to  do  any- 
thing else. 

This  is  especially  a  problem  in  game  programs 
written  in  BASIC  and  using  extensive  graphics. 
Either  you  have  to  write  such  programs  without 
complex  sound  effects,  or  you  have  to  settle  for 
slow  motion. 

Faster  Sound 

Faced  with  this  problem,  I  decided  to  write  a 
machine  language  {ML)  program  for  the  VIC 
which  adds  speed  to  its  sound  generation 
capabilities.  Most  of  the  sound  effects  we  use  in 
game  programs  are  sounds  with  increasing  or 
decreasing  tones.  For  example,  a  simple  way  to 
simulate  the  sound  of  a  laser  with  the  VIC  is: 

FOR  K  =  250  TO  240  STEP  -1  ;POKE36876,K:NEXT 

The  ML  program  works  along  these  lines,  except 
that  it  is  necessary  to  use  only  one  POKE  com- 
mand. It  generates  sounds  with  increasing  or 
decreasing  frequency  to  make  almost  any  kind  of 
sound  effect  possible. 

The  program  "VIC  Sound"  places  a  machine 
language  program  in  the  cassette  buffer  of  the 
VIC.  This  means,  of  course,  that  you  cannot  trans- 
fer data  using  the  cassette  player  while  you  are 
running  the  program.  By  changing  the  contents 
of  memory  locations  788-789  (decimal),  the'inter- 
rupt  system  of  the  computer  is  used  to  run  the 
ML  program. 

As  you  know,  the  VIC  has  four  "speakers"  to 
make  music  and  noise.  The  first  and  second  speak- 
ers, activated  by  POKEing  memory  locations  36874 
and  36875,  are  used  for  sounds  with  increasing 

52    COMPUni    .Januaiv.1983 


tones.  The  third  speaker  (36876)  is  used  for  sounds 
with  decreasing  tones.  The  fourth  speaker,  acti- 
vated by  memory  location  36877,  is  used  mainly 
for  explosions. 

The  ML  program  stores  a  starting  number 
into  the  appropriate  location  and  increases  or 
decreases  it  for  the  period  specified  by  the  user. 
The  interrupt  of  the  computer  will  run  through 
the  program  60  times  a  second,  which  means  that 
the  starting  number  or  tone  will  increase  or 
decrease  60  times  in  one  second. 

Sound  Duration 

To  make  this  a  little  clearer,  let  me  explain  that 
four  memory  locations  have  been  assigned  in  the 
ML  program  to  activate  the  four  speakers,  and 
four  others  to  control  the  duration  of  the  sounds. 

Speaker    To  activate     Duration 

1st  846  858 

2nd  847  888 

3rd  848  918 

4th  849  948 

The  number  POKEd  into  locations  846-849  is  the 
starting  number  which  is  stored  in  location  853 
(dec);  the  initial  value  is  222,  but  this  may  be 
changed  for  the  kind  of  sound  you  require.  Loca- 
tions 858,  888,  918,  and  948  control  the  duration 
of  the  sounds.  The  program  will  generate  the 
sounds  for  the  number  of  jiffies  (the  l/60th  of  a 
second  interval  used  to  measure  time  in  Commo- 
dore machines)  specified  in  these  locations. 

For  a  demonstration,  RUM  the  program  and 
then  type  SYS828;  this  will  trap  the  interrupt.  It 
will  also  set  the  volume  control  (location  36878)  to 
maximum.  Now  POKE  846,222. 

Location  858  contains  10  (dec),  so  the  sound 
you  heard  v^'as  for  ten  jiffies.  What  the  program 
has  done  is  store  222  in  location  36874  (first 
speaker),  incremented  it  by  one  every  60th  of  a 
second  until  ten  jiffies  elapsed,  then  stored  0  into 
the  memory  location  to  switch  off  the  speaker.  To 
change  the  duration  of  the  sound  to,  say,  20  jiffies, 
POKE  858,20.  Now  POKE  846,222. 

The  same  method  can  be  used  for  the  other 
speakers.  POKE  858,10.  To  change  the  starting 
number  (i.e.,  to  get  a  tone  which  starts  higher  or 
lower),  simplv  POKE  into  memory  location  853. 
For  example,  POKE  853,240.  Now  POKE  846,240. 


^fm 


YburVIC20 
never  had  it  so  good! 


'^?^ 


s::::::^ 


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VIC  20  IS  •  regislsf  ed  TM  ol  Commodore 


Explosion  Simulation 

It  is  necessary  to  POKE  the  starting  number  into 
locations  846-849;  any  other  number  will  give 
only  silence.  Try  POKE  847,240  (second  speaker); 
it  gives  a  sound  of  increasing  frequency  lii<e  the 
first.  Now  POKE  853,222:POKE  848,222.  You 
notice  this  gives  a  sound  that  decreases  in  fre- 
quency. POKE  849,222  will  simulate  an  explosion. 
By  manipulating  the  durations  and  starting 
number,  you  can  get  almost  any  kind  of  sound 
from  the  first  three  speakers  and  explosions  from 
the  fourth.  However,  when  you  are  changing  the 
duration  of  the  sounds,  make  sure  it  is  not  too 
long;  e.g.,  if  you  POKE  853, 50: POKE  846,222  the 
program  will  store  222  in  location  36874  and  in- 
crement by  one  every  jiffy  for  50  jiffies.  But  in  this 
case  the  contents  of  36874  would  increase  to  255 
and  then  cycle  back  to  zero.  You  would  hear  a 
note  for  only  33  jiffies,  since  a  number  less  than 
128  in  the  sound  generators  of  the  VIC  produces 
silence. 

When  using  this  program,  you  cannot  gener- 
ate sounds  the  normal  way.  To  do  so,  you  must 
first  reset  the  interrupt  vector  by  SYS996.  This 
will  also  set  the  volume  control  to  zero.  To  use 
the  ML  program,  add  the  subroutine  starting  at 
line  8900  to  your  own  BASIC  program;  and  you 
can  create  sound  effects  using  just  one  POKE, 
which  would  otherwise  require  a  series  of 
POKES. 

In  a  BASIC  program  with  lines  8900-9240 
added,  you  would  first  have  a  line  like  this  in  the 
main  program  to  enter  the  ML  into  memory: 

10  GOSUB  8900  :  REM  SOUND  GENERATOR 

10  PRINT" {CLEAR] " 

20  PRINT" {03  DOWN} {08  RIGHT} {REV}V 

IC20{OFF}" 
30  PRINT" {02  DOWN}{06  RIGHT}VIC  SO 

UND" 
800  GOSUB8900 
9  00  END 
8900  FORJ=828TO1019:R£ADF:POKEJ,F:NE 

XT 
9000  DATA169,15,141,14,144,120,169,8 

2 
9010  DATA141,20,3,169,3,141,21,3 
9020  DATA88,96,10,15,16,64,160,0 
9  030  DATA16 2, 222, 173, 7 8, 3, 20 1,10, 17 6 

9  040  DATA9, 238, 7 8, 3, 238, 10, 144, 7 6 
9  050  DATAl 16, 3, 140, 10, 14 4, 2 36, 78,  3 
9060  DATA208,6,140,78,3,142,10,144 
9  070  DATA173,79,3,201,25,176,9,238 
9  080  DATA79,3,238,11,144,76,146,3 
9  090  DATAl 4 0,1 1,144, 236, 7 9,  3,  208, 6 
9100  DATA140,79,3,142,11,144,17  3,8  0 
9110  DATA3, 201, 16, 176, 9, 238, 80, 3 
9120  DATA206,12,144,7  6,176,3,14  0,12 
9130  DATA144,236,8  0,3,208,6,140,80 


9140 
9150 
9.160 
9170 

9180 


9190 
9200 
9210 


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M    COMPUTll    Januory.1983 


Exterminator  by  Ken  Grant 

First  the  bad  news... this  game  is 
literally  full  of  bugs.  The  good  news? 
We  guarantee  hours  of  exciting  enter- 
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Antimatter  Splatter!     a  more 

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requires  at  least  3K  memory  expander 
but  will  run  with  any  memory  add-ons 
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across.  '19.95 

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experimental  Defender-style  ship 
"Skyes  Limited,"  you  are  the  only 
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which  suddenly  (heat  from  collision 
course  with  sun  presumably— G.E.) 
came  to  life.  Four  screens  worth  of 
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deposits,  alien  treasures,  running 
timer,  energy,  score  and  very  nice 
graphics  display  make  Ihis  one  that 
does  not  quickly  wax  old.  Defender 


on  TRI  requires  at  least  3K  memory 
expander,  but  will  run  with  any 
memory  add-on  (8K,  16K,  24K,  etc.)  we 
have  come  across.  '19.95 

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Easy  Apple  Disk 
Space  Messages 


Beirne  L  Konorski,  Kent,  OH 


As  diskettes  fill  up,  it  is  useful  to  know  how  much 
room  is  left  on  them.  Two  methods  exist  for  find- 
ing this  number.  One  is  to  get  a  calculator  or  pencil 
and  paper  and  add  the  figures.  This  seems  point- 
less, since  the  computer  is  supposed  to  do  those 
tasks.  The  alternative  is  to  run  the  FID  program 
from  the  system  master.  This  is  a  nuisance, 
though,  because  you  often  change  diskettes. 

Since  many  people  incorporate  a  CATALOG 
command  into  their  greeting  program,  this  would 
be  the  most  useful  place  for  a  sector-counting 
subroutine.  The  DOS Mflnws/ contains  two  sections 
which  help  to  solve  this  problem.  The  first  is  the 
RWTS  (Read  or  Write  a  Track  and  Sector)  machine 
language  program  (p.  94).  The  second  is  the  listing 
of  sector  allocation  (p.  129).  The  RWTS  subroutine 
can  be  used  to  read  the  sectors  containing  the 
catalog  and  tally  the  amount  of  sectors  used. 

The  diskette  directory  is  located  in  track  $11. 
It  contains  15  sectors  of  catalog  information,  each 
holding  the  names  and  sizes  of  seven  programs. 
The  program  reads  one  sector  at  a  time  beginning 
with  sector  $F  and  places  it  into  the  memory  range 
beginning  at  $2000.  The  sector  is  then  checked 
before  the  next  one  is  read  from  the  disk. 

The  seven  program  titles  are  checked  for  two 
things.  The  first  is  to  see  if  the  program  is  current. 
When  a  program  is  deleted,  its  catalog  entry  is 
not  erased,  but  instead  the  first  byte  of  the  listing 
becomes  $FF.  If  the  program  is  current,  then  the 
bit  containing  the  length  is  added  to  the  running 
total.  The  Least  Significant  Byte  of  the  total  is 
stored  in  location  $6074,  or  24692.  If  there  is  a 
carry,  it  is  placed  in  $6075.  When  all  seven  listings 
have  been  checked,  the  next  sector  is  loaded,  and 
the  process  continues  until  all  fifteen  sectors  are 
read.  The  computer  then  returns  to  BASIC. 

The  rest  of  the  BASIC  program  PEEKs  the 
two  locations  containing  the  sum  of  the  sectors 
used.  The  Most  Significant  Byte  is  multiplied  by 
256  and  added  to  the  LSB.  This  total  is  displayed 
and  then  subtracted  from  496  to  give  the  figure 
for  the  space  remaining. 

The  program  reads  the  DATA  lines  and  enters 
the  numbers  beginning  at  $6000.  It  displays  the 
CATALOG,  then  gives  the  results  of  the  count.  It 
can  be  substituted  for  your  HELLO  program, 

56    COMPUTE!    January,  1983 


with  your  own  personal  touches  like  name  and 
date  placed  before  or  after  line  20,  or  after  line 
110. 

10  D«  =   CHR*  (4) 

20   PRINT  D*! " CATALOG " 

30   FOR  K  =  24576  TO  24694 

40   READ  A 

50   POKE  K,A 

60   NEXT 

70   CALL  24576 

BO  X  =   PEEK  < 24672) sY  =   PEEK  < 24693) 

90  Z  =  X  +  256  »  Y 

100   PRINT  i  PRINT  "SECTORS  USEDi  ";Z 

110   PRINT  "SECTORS  REMAINING:  ";496  -  Z 

120   END 

130   DATA    169,  96,  160,  76,  32,  217,  3,  17 

3,  11,  32 
140   DATA    201,  255,  240,  3,  32,  99,  96,  23 

8,  118,  96 
150   DATA    173,  118,  96,  201,  7,  208,  2B,  1 

69,  0,  141 
160   DATA    118,  96,  169,  44,  141,  104,  96, 

169,  11,  141 
170   DATA    8,  96,  173,  2,  32,  201,  0,  240, 

25,  141 
IBO   DATA    Bl,  96,  76,  0,  96,  173,  104,  96, 

105,  35 
190   DATA    141,  104,  96,  173,  8,  96,  105,  3 

5,  141,  a 
200   DATA    96,  76,  7,  96,  96,  0,  1,  96,  1, 

0 
210   DATA    17,  15,  94,  96,  0,  32,  O,  O,  1, 

0 
220   DATA    0,  96,  1,  0,  0,  1,  239,  216,  0, 

24 
230   DATA    173,  116,  96,  109,  44,  32,  141, 

116,  96,  144 
240   DATA     3,  238,  117,  96,  96,  0,  0,  0,  0 


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Juggler 


Doug  Ferguson,  Elido,  OH 


For  Atari  ami  VIC  (with  or  witlwiit  e.xpamion),  this 
game  will  challenge  anyone's  dexterity.  If  you  can  score 
50  with  two  balls  or  500  with  three,  there  is  an  extra 
surprise. 


"Juggler"  is  a  fast-action  game  I  wrote  in  Sep- 
tember 1981  when  the  idea  of  programming  BASIC 
was  very  new  to  me.  It  has  undergone  countless 
revisions  since  then,  but  the  main  loop  (lines  860- 
970)  remains  what  it  was  the  first  night  I  strug- 
gled . 

The  purpose  of  Juggler  is  to  use  the  joystick 
to  control  the  arms  of  a  cartoon  juggler  in  his  at- 
tempt to  keep  two  or  three  balls  in  the  air.  The 
juggler's  hands  move  in  tandem  and  can  be 
positioned  to  catch  the  three  colored  balls  {inside, 
middle,  and  outside).  Since  this  game  is  not  for 
the  timid,  it  requires  a  joystick  because  only  game 
addicts  know  how  to  work  them. 

The  balls  are  as  random  as  I  could  make  them 
and,  contrary  to  the  opinion  of  novice  players, 
cannot  land  at  the  catching  stage  at  the  same  time. 
The  most  important  playing  strategy  is  to  make 
sure  you  hear  the  ball  being  caught  before  you 
move  the  hand  toward  another  catch.  The  game 
can  be  slowed  down  merely  by  adding  a  few  extra 
GOSUB  150  statements  in  the  main  loop,  prefer- 
ably at  lines  860,  900,  and  940. 

The  game  will  run  on  either  the  unexpanded 
or  expanded  VIC-20.  1  would  rather  not  explain 
how  it  all  works,  mainly  because  it  often  follows 
inconsistent  logic  and  layout.  One  technical  foot- 
note for  those  curious  enough  to  investigate  the 
program:  instead  of  using  zeros  as  values,  I  used 
a  period  (as  in  Y  =  .)  because  I  read  somewhere 
that  this  is  faster  and  still  zeros  out  the  variable. 

To  start  a  game,  push  the  joystick  up  or  left 
for  the  three-ball  or  two-ball  games,  respectively. 
To  repeat  the  same  game,  press  the  fire-button, 
or  move  the  stick  to  change  games.  If  you  want  to 
quit,  hit  Q. 

58    COMPUTtI    Janui3fv.1983 


Program  1:  VIC-20  Version 

100  POKE36879,75:X=RND(-TI) :Y=2:G0T 

0670 
110  POKEV,15:POKEV-2,N:FORT=1TO10:N 

EXT:POKEV-2,0 
120  0=0+l+ABS(C) *9 
130  PRINTTAB(7) " {WHTlSCORE  "0"{HOME 

HOME} "; : RETURN 
140  DEFFNJ{X)-~( (PEEK(37151)ANDX)=. 

) : RETURN 
150  IFFNJ (16)ANDU=1THEMGOSUB360 
160  IFFNJ (16)ANDU=2THENGOSUB420 
170  POKEG+2,127:Q=PEEK(G) :POKEG+2,2 

55 
180  IFQ=119ANDU=1THENGOSUB480 
190  IFQ=119ANDU=.THENGOSUB420 
200  RETURN 

210  IFPEEK (H) <64THEN330 
220  RETURN 

230  IFPEEK (H+2) <64THEN340 
240  RETURN 

250  IFPEEK(H+4)<64THEN350 
260  RETURN 

270  IFPEEK  (H+16X64THEN330 
280  RETURN 

290  IFPEEK (H+14) <64THEN340 
300  RETURN 

310  IFPEEK(H+12)<64THEN350 
320  RETURN 
330  POKEJ%(K-A) ,32:D=K-1:GOSUB630:G 

OTO540 
340  POKEU% (L-B) ,32:D=L:GOTO540 
350  POKEG% (M-C) , 32 : D=M+1 :GOSUB640 :G 

OTO540 
360  POKEH+2,32:POKEH+3,32:POKEH-1,7 

4:POKEH,64:POKEH+l,7  5 
3  70  POKEH+4,32:POKEH+5,32:POKEH+24, 

32:P0KEH+23,77:P0KEH+25,32 


SUNDAY  DRIVER  gives  you  four  scenarios  to 
choose  from.  You  must  beat  the  clock  as  you 
drive  along  while  avoiding  pedestrians,  other 
cars,  and  obstacles.  In  other  versions  it's  winter 
and  you're  on  ice-slicked  roads.  In  game  three 
it's  nighttime  (don't  hit  the  ghosts).  If  this 
sounds  too  easy  try  the  007  option  —  it's  you 
against  them  on  twisty  roads. 


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Dealer  inquines  invited. 


1982  A.N.A.L.O.G.  Software 


ATARI®  is  a  trademark  of  AtARI,  Inc. 


38  0    POKEH+14,32:POKEH+15,32:POKEH+1 
l,74:POKEH+12,64:POKEH+13, 
75 

390    POKEH+16,32:POKEH+17,32;POKEH+3 
7,32:POKEH+35,77:POKEH+36, 
32 

4  00    POKEH+187,77:POKEH+188,78:POKEH 
+ 209, 32 :P0KEH+18 1,103: POKE 
H+203,122:POKEH+180,32:U=. 

410    RETURN 

420    POKEH+l,74:P0KEH+2,64 :POKEH+3,7 

5:POKEH,32:POKEH-l,32 
4  30    POKEH+4,32:POKEH+5,32:POKEH+25, 

32:POKEH+2  3,32:POKEH+24,7  2 

44  0    POKEH+13,7  4:POKEH+14,64:POKEH+l 
5,75:POKEH+12,32:POKEH+ll, 
32 

4  50    POKEH+16,32:POKEH+17,32:POKEH+3 

7,32:POKEH+35,32:POKEH+36, 
72 

4  60    POKEH+181,103:POKEH+203,122:POK 
EH+18  7,101:POKEH+209,76:PO 
KEH+188,32:POKEH+180,32:U= 
1 

470    RETURN 


A  fumbled  ball  crashes  in  "juggler,"  VlC-20  version. 


480    POKEH+3,7  4:POKEH+4,64:POKEH+5,7 
5:POKEH+2,32:POKEH+l,32 

4  90    POKEH,32:POKEH-l,32:POKEH+25,78 

:POKEH+23,32:POKEH+24,32 
500    POKEH+15,74:POKEH+16,64:POKEH+l 

7,75:POKEH+14,32:POKEH+13, 

32 
510    POKEH+12,32:POKEH+ll,32:POKEH+3 

7,7B:POKEH+35,32:POKEH+36, 

32 

5  20    POKEH+181,7  8:POKEH+180,77:POKEH 


+203,32:POKEH+187,101:POKE 
H+209,76:POKEH+188,32:U=2 

5  30  RETURN 

540  GOSUB650:PRINTTABCD} "{21  DOWN} { 
WHT}CRASH{HOME}"; :P0KEV-1, 
N:POKE79  54-SC,15:POKEH-36, 
34 

5  50  FORT=15TO0STEP-1:POKEV,T:POKEV+ 

1  ,PEEK (V+1)AND2480RT 
560  FORW=1TG100:NEXT:NEXT:POKEV-1, . 

:POKE36879,75 

5  70  PRINTTAB(7) "{YEL} {02  DOWN}GAME  ~ 

OVER{DOWN} ":POKEH-14,64:GO 

TO590 
580  PRINT"     {BLK}T{YEL}  3  BALLS 

DOWN}  ":PRINT"     {BLK}«- 

YEL}     2    BALLS{D0WN}":PRINT" 
PRESS    {REV}Q{0FF}    to    Q 

UIT":GOSUB140 
590    GETA$:IFA$="Q"THENSYS65234 
595    IFFNJ (32}ANDY<>2THENRESTORE:E=0 

:O=0:GOTO710 
600    IFFNJ (16)THENCLR:Y=1:GOTO700 
610    IFFNJ {4}THENCLR:GQTO700 
620    GOTO590 
630    FORT=38884TOT+6 :P0KET-C0,7 :NEXT 

: FORT=38900TOT+6:POKET-CO, 

7:NEXT:RETURN 
640    FORT=3888  4TOT+6:POKET-CO,6:NEXT 

: FORT=38899TOT+6 :POKET-CO, 

6:NEXT:RETURN 

6  50    FORT=8165+DTOT+2:POKET-SC,123:N 

EXT 
660    RETURN 
670    PRINT" {CLEAR} {DOWN}  {YEL}V 

IC   JUGGLER{WHT}  " 
680    PRINT"{03    DOWN} {03    RIGHT}USE    JO 

YSTICK    ONLY{04    DOWN}" 
690    PRINT" {YEL} {04    RIGHT}CHOOSE    GAM 

E{DOWN}":GOTO580 

7  00    V=36878:H=7968:G=37152:DIMJ%{18 

)  ,U%(16)  ,G%(13) 
710  PRINT" {CLEAR}"; : IFPEEK (36869 ) =1 

9  2THENSC=3  584:CO=512 
720  H=7968-SC:GOSUB140 
7  30  FORX=8015TO8025:POKEX-SC,64:NEX 

T:POKEX-6-SC,104 
7  40  POKEH-37,93:POKEH-3 5,93: POKE H+7 

:POKEH+118,102 
7  50    POKEH-15,93:POKEH-13,9  3:POKEH-5 

9,85:POKEH-57,73 
7  60    POKEH-36,114:POKEH-14,8  2:POKEH+ 

8 ,114:POKEH-58,64:P0KEH+74 

,102 
7  70    P0KEH+139,78:P0KEH+141,77:P0KEH 

+ 150,78 :P0KEH+164,77:P0KEH 

+96,102 
780    GOSUB360 
790    F0RK=2T016:READJ%(K) :J%(K)=J%(K 

) -SC:P0KEJ% (K)+30720+SC-CO 


60    OWWWIB    jQr,uory.1983 


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,7:NEXT 
800  FORK=2T014:READU% (K) : U% (K)=U% (K 

) -SC:NEXT 
810  F0RK=2T012:READG% (K) :G% (K) =G% (K 

)-SC:POKEG% (K) +30720+SC-CO 

,6:NEXT 
820  K=INT(RND(1)*8)+2:A=1 
830  L=INT(RND(1) *7)+2:B=l 
840  IFY=0THENM=INTCRND{1) *6)+2:C=l 
8  50  IFO>49+4  50*ABS(C)THENE=1:Y=. 
860  GOSUB150 
870  N=220:IFK=17THENGOSUB270:A=-1:G 

OSUB110:K=15-E 
880  IFK=1THENGOSUB210:A=1:GOSUB110: 

K  =  3+E 

8  90  POKEJ%{K-A) ,32:POKEJ%{K) ,81:K=K 

+A 
900  GOSUB150 
910  IFL=15THENGOSUB290:B=-1:GOSUB11 

0:L=13-E 

9  20  IFL=1THENGOSUB2  30:B=1:GOSUB110: 

L  =  3+E 
9  30  POKEU%(L-B) ,32:POKEU%(L) ,81:L=L 

+  B 
940  GOSUB150 
9  50  IFM=13THENGOSUB310:C=-1:GOSUB11 

0:M=11-E 
9  60  IFM=1THENGOSUB2  50:C=1:GOSUB110: 

M=3  +  E 
970  POKEG% (M-C) ,32:POKEG% (M) ,81:M=M 

+C:IFE=.THEN850 
980  POKEJ% (K-3*A) ,32:POKEJ% (K-2*A) , 

81 
990  P0KEU%{L-3*B) , 32 : POKEU% {L-2*B) , 

81 
1010  POKEG%  CM-3*C)  ,32:POKEG% (M-2*C)  , 

81:GOTO860 
1020  DATA  7946,7902,7858,7815,7772,7 

7  30,7710,7712,7714,7738,77 

84,7829,7874,7918,7962 
1030  DATA79 48, 79 04, 7860, 7817, 777 4, 7 7 

5  4,77  56,7758,778  2,7827,7  87 

2,7916,7960 
1040  DATA79 50, 7 9 06, 78 62, 7819, 7798, 77 

7  8,7  8  02,7825,7870,7914,795  8, 


Program  2:  Atari  Version 

lOO  REM 

1 10  GRAPHICS  IS 

120  GOSUB  t60:GRAPHICS  19:P0KE  756, CH 

SET/256: SETCOLOR  1 , 1 2 , 6: SETCDLOR 

3, 4,8: SETCOLOR  2,0, lO 
130  SCR=PEEK <B8> +256*PEEK (89) 


#6;  "    '.  " 

#  6  ;  "  <  { [I>  t  lU  <  f!>  >  " 

#6;  "    <:C]  " 

*6:"  t  V." 

ISO     BALLS  =  2:DI«     B  ALL*  (  3  )  :  &ALLS=  "G  {[?> 

t6J": POSITION  6,0:?  #6;M*      

190  GOSUB  320:P0SITlaN  I,l5?  «6;"ErEaa 


140  POSITION  7.6 

150  POSITION  7,7 

160  POSITION  7.3 

170  POSITION  7,9 


?O0 


?io 

120 
J30 
?40 


E:  "  ;  BALLS 

POSITION  lO,  1  :  ? 

F  PRACTICE  THEN 

6;  "HmEEH^" 

K=PEEK (53279) : IF  K=7  THEN 

IF  PEEK (53279) =K  THEN  220 

IF  K=5  THEN  B ALLS= 5-B ALLS 

IF  K  =  3  THEN  PR ACT  I CE= 1 -PR ACT  I CE 


#6; " ta  SPACES] 
POSITION  10,1: 

:io 


Atari  Notes 

Use  your  joystick  to  move  the  Juggler's  arms 
to  any  of  three  positions  (far  left,  center,  or 
far  right)  to  catch  and  (deflect  the  balls.  You 
can  select  a  game  with  either  two  balls  or 
three  balls  by  pressing  SELECT  when  the 
game  is  RUN.  If  you  press  OPTION,  you  can 
play  a  "practice"  game.  In  a  practice  game, 
you  cannot  make  any  points,  but  you  can't 
lose,  either.  It's  a  gootj  way  to  learn  how  to 
play  without  becoming  frustrated. 

A  successful  catch  is  greeted  with  a 
"bleep,"  but  a  miss  gets  you  a  raspberry.  If 
you're  not  playing  a  practice  game,  it's  all 
over  when  you  miss  a  ball.  The  rest  come 
tumbling  down! 

A  note  on  strategy:  let  go  of  the  joystick 
after  each  move.  This  will  return  the  Juggler 
to  the  center  position,  where  it  is  easiest  to 
quickly  react. 


250 

IF  K<>6  THEN  190 

260 

POSITION  1,1:?  #6; "{9  SPACES:" 

270 

GOSUB  1190 

280 

REM  ■;[:%.<; ■^•M::* 

290 

GOSUB  320:eOSUB  320 

3O0 

GOSUB  440: GOSUB  320 

310 

GOTO  290 

320 

REM  ■=faij=ai:l:lZH:S 

330 

IF  PEEK (53279) =6  THEN  RUN 

340 

P0S=2- (l-PTRIB(O) )+ (1-PTRI6 ( 1 > ) 

350 

ON  POS  GOSUB  370,390,410 

360 

RETURN 

370 

POSITION  6.7:?  *6  s  "  <  {[I><il>  CE)' > 

:POKE  77,0 

380 

POSITION  8,9:?  «6;"4  +":RETURN 

390 

POSITION  6,7:?  #6;"  <  { C:  <: tE>  1 03  >  " 

400 

POSITION  8,9;?  #6:  "4  "/"jRETURN 

4  10 

POSITION  6,7:?  #6;"    <  <:E!  f  D>  t  CJ  >  " 

: POKE  77, 0 

4  20 

POSITION  B.9:?  »»6;"«  7.":RETURN 

430 

REM  mzi.vi.m-.r'.}mmm 

440 

INDEX=(INDEX+l)t( INDEX < BALLS- 1 ) 

4  50 

BPOS=BPOS ( INDEX) 

460 

WHICH=WH1CH( INDEX) ; BDI R=BD I R ( I NDE 

X) :BIN=BIN( INDEX) 

470 

POKE  BPOS.O 

480 

BPOS=BPOS+PB( WHICH, BIN) *BDIR 

490 

POKE  BROS,  ASC  (BALLS.(  INDEX  +  1  )  ) 

500 

BIN=BIN+BDIR: IF  BIN=0  OR  BIN>PB(W 

HICH,0)   THEN  530 

62    COMPUIE    Jonuatv.1983 


Fbr  the  Atari  400/800  Home  Computer  ^^^^ggl^ 

'ou  are  Sentinel  1,  the  latest  in  highly  maneuverable  strike  aircraft,  and  you  have  a  mission,  to 
protect  the  metropolis,  but  the  alien  attack  will  stop  at  nothing  to  destroy  your  very  last  lines 
.  of  defense.  Your  senses  are  tuned  for  battle  and  the  ^    '^^^ 

attack  begins.  ^JH^^^^^g  ^"  —      -        - 

Aliens  will  block  your  path,  destroy  your  ship, 

deplete  your  fuel  and  sacrifice  their  lives  to  stopyour  < 

mission.  You  must  destroy  the  aliens  with  your  rapid 

fire  lasers  before  they  home  in 

and  destroy  you.  There  is  no  

escape  —  you  must  destroy  them 

all  for  they  will  stop  at  nothing. 


S   S<5s*\ 


-fr    fTT   ' 


y  1007(1  machine  language 

y  1  or  2  player  option 

f.-vii  y  joy  stick  controls 

•.  y'  y  lateral  scrolling  screen 

•/superb  graphics 

y  extensive  color 

y  finest  sound  utilization 

yavailable  in  16K  tape  $29.95  U.S.  funds 

y  24K  disc  S54.95  U.S.  funds 

ycall  your  local  dealer  for  more  information 


SOFTWARE 


:,^;>^:>-fVl 


Inhome  Software  Incorporated  2485  Dunwin  Drive,  Mississauga,  Ontario   L5L  ITl.  (416)  828-0775. 

Atari  is  o  registered  trode  mofk  of  Atari  Inc  Made  in  Conodo 


510 
520 
530 
540 

550 

560 


570 
580 


590 
600 
610 

620 

&30 
640 
650 
660 


BIN  CINDEX)=BIN 
BROS ( INDEX  >=BPOS: RE 
REM  ■H:h-W--Ijairr;l'j-C 
P=PEEK (BPaS+20) : IF 
O  THEN  580 
FOR  W=14  TO  O  STEP 
10,W: SOUND  1 , 60, 10. 
IF    NOT  PRftCTICE  TH 
+1+9* (BALLS=3) : POSI 
RS <SCDRE) ) /2, 1 : ?  #6 
POKE  BROS, 0: BDIR ( IN 
EX)jBDSUB  1260:RETU 
SOUND  O, lOO, 12, 8: FO 
XT  WjSOUND  0,0,0,0: 
EN  570 

FOR  1=1  TO  10:F0R  J 
POKE  BPDS ( J) , ASC (BA 
BPOS ( J ) =BPOS ( J ) +20- 
O, I*BALLS+J, 12, lO-I 
POSITION  9,6:7  #6;" 
POSITION  5,0:?  #6;" 
IF  PEEK (53279) <>6  T 
RUN 

REM  mn:h**t-Am*-:i:Ti**.y. 


TURN 

_   _  1^^  4=lri^  ■!  hyj 

P028     AND     P<>3 

-2:S0UND     0,50, 

WrNEXT     U 

EN     3C0RE=SCORE 

TIDN     10-LEN(ST 

; SCORE;"     " 

DEX)=-BDIR ( IND 

RN 

R     W=l     TO    50:NE 

IF     PRACTICE     TH 

=0     TO     BftLLS"l 

LL* (J+l ) ) 

BDIR  tj)  :SOUND 

:NEXT     J:NEXT     I 

DresE.     i=»»:lr«i-- 

HEN     64  0 

iPOKE  CHSET+I,PEE 
O, I , 10,8: POKE  53 


• 

JiU 

99le 

r 

^ 

Reaching  li'ith  nii  oulstretclied  arm  in  the  Atari  version 
of  "jiiggier." 


670    GRAPHICS     2+16:DIH    M*(10) 

680     M*="  JmrgBEr  " 

690  FOR  1=1  TO  LEN <M4) : A=ASC (M« ( I ) ) : P 

OKE  712, INT (A/16) «16+14 
700  FOR  J=l  TO  IIjCOLDR  32:PL0T  I+J-1 

,J-::COLOR  AiPLOT  I+J,J;SOUND  0,J 

+I«10, 10,8: NEXT  J:CDLDR  32:PL0T  I 

+J-I . J-1 
710  FOR  J=10  TO  6  STEP  -IsCDLDR  32:PL 

OT  I+J/2+3. 5, J+1 ;COLOR  A:PLOT  1+3 

+J/2,J:S0UND  0, J+I t lO, 10, 8: NEXT  J 
720  NEXT  I 

730  FOR  1=0  TO  240  STEP  lO:P0KE  712, O 
740  A=PEEK (70B> : POKE  708 , PEEK ( 709 ): PO 

KE  709, PEEK (710) : POKE  710,PEEK(71 

1  ).  :  POKE  711,  A 
750  POKE  71 1 , PEEK (53770) : POKE  53279,0 
760  SOUND  O, I , 10. 4: SOUND  1,1+10,10,4: 

NEXT  I 
770  SOUND  O, 0,0,0: SOUND  1,0,0,0 
780  GRAPHICS  2  +  1  6 :  POSI  T  ION  7,6:?  »6;ri 

* 
790  CHSET= (PEEK ( 106) -8) *256: FOR  I=0  T 

O  7:P0KE  CHSET+I ,0;NEXT  I 
800  RESTORE  840: IF  PEEK « CHSET+S ) =60  T 

HEN  1030 


810  FOR  1=128  TO  207; 

K (57344+1 ) : SOUND 

274, I : NEXT  I 
820  FOR  1=1  TO  14:READ  A,B:FOR  J=0  TO 
7; POKE  CHSET+A«8+J , PEEK ( 57344 +Bt 

B+J): SOUND  O . A . 1 0 , B : SOUND  1,B,10, 

B 
830  POKE  53274, A:NEXT  J:NEXT  I:SOUND 

O, O, O, O: SOUND  1,0, 0,0 
840  DATA  34,34,33,97,44,108,51,115,26 

, 26, 42, 4  2,53, 1 17, 39, 103, 37, 1 0 1 , 50 

, 1 14, 48, 48, 35, 99, 52, 116,41, 105 
B50  READ  A: IF  A=-i  THEN  SOUND  0,0,0,0 

:GOTO  10  30 
B60  FOR  J=0  TO  7: READ  B:POKE  CHSET+A* 

8+J,B:S0UND  O, B, 10, BsPOKE  53274, B 

:NEXT  J 

GOTO  850 

1,60, 126, 219, 2 55, 189, 


870 
880 

890 

900 

910 
920 

930 

940 
9SO 

960 
970 

9  80 
990 
lOOO 
1010 
1020 
1030 
1O40 
1050 
1060 

1070 

lOBO 

10  90 

1  100 

1  1  lO 
1  120 
1  130 

1  140 
1  ISO 
1  160 
1  170 
1  180 
1  190 
1200 
1210 
1220 
1230 
124  0 
1250 
1260 

1270 

1280 
1290 

1300 
1310 

1320 


DATA 
,  60 
DATA 
,  126 
DATA 
195 
DATA 
DATA 
DATA 
60 

DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 


195, 126 


2,24, 102, 165, 219, 231, 126, 122 

3, O, 126, 126, 126, 126,231 , 195, 

4,3,6, 12,24, 16, 112,0,0 
5, 192, 96, 48,24,8, 14,0, O 
6,60,90,219,255,231,231, 126, 

7,0, O.O, 24, 24,0, 0,0 
8,0,0,0,0, 63, 224, O,  O 
9,0,0,0,0, 252, 7,  O,  O 
1 O , 1,67,166,28,0,0,0,0 
11 , 128, 194, ioi , 56, 0,0, O, O 
28, 128, I30,68, 60, 7,0, 0,0 
30, I , 33, 18, 60, 224, O, 0,0 


16, 24,28, 30, 30,2  8,24, 16 


,19,19, 
,-1,19, 
, -1 , 19, 
19, 19, 
!0,0,-9 

, J  >=A: 


-1 


■1 


DATA  127, 

DATA  -1 

REM  ■:i|.1-|-^ifc<:h*rf:T»*-^;fc*J.V 

REM  Read  in  parabolas 

DIM  PB (4, IS) : RESTORE  1060 

DATA  0,-19,-20,-21,-21,-1, 

20,20,0,-99 

DATA  0,-20,-21,-21,-21,-1. 

20, 21 ,21 ,0, -99 

DATA  0,-19,-20,-21,-21 

19,20,21,0, -99 

DATA  0,-19,-20.-20,-21, 

19,20,0,-99 

DATA  0,-20,-21,-21.19,19,: 

9 

FOR  I=0  TO  4 

FOR  J=l  TO  15 

READ     A:  IF     AO-99     THEN    PB  (  I 

NEXT     J 

PB ( I , O) ^J-1 

NEXT     1 

DIM  BROS (2) , BPEEK <2) , WHICH (2) 

DIM  BDIR (2) , BIN (2) : RETURN 

REM     FifTr*  it  if  :T*  »^  ^  ^I:T  Ka 

FOR  1=0  TO  2: WHICH  (I )=-l  :NEXT  I 

FOR  I=0  TO  BALLS-1 

BDIR< I>=-i+2*  (RND ( 1 )  >0.  5) 

INDEX=I : GOSUB  1 260 

NEXT  I 

RETURN 

REM  »<?>**  J=T**4^.]:i:^;T:T« 

WHICH=INT (5«RND (0> ) : WH 1 CH ( I NDE X ) 

=  -1 

BROS (INDEX ) =SCR+13  0+INT (3*RND<0) 

> -4* (BDIR ( INDEX) =-1 ) 

FOR  J=0  TO  BALLS-1 

IF  WHICH (J>=WHICH  THEN  J=BALLS:N 

EXT  J:GOT0  1260 

NEXT  J:  WHICH(  INDEX)  t=WHICH 

BIN<INDEX)=1+(PB(WHICH,0>-1)*(BD 

TR ( INDEX>=-1 ) 

RETURN 


64    COMWIB    Jonoaiy,1<Pa3- 


...and  so  there  were  l«eys 
for1heAtari400. 


S&w;: 


-VW' 


:x^VL 


ftS^ 


?^???^*iiri 


?J^ 


"■^vSK 


iSfi^V* 


?;?S'te" 


'MU' 


NT 


.n  the  beginning  there  was  the  membrane  keyboard. 

So  it  was  to  be  done  that  Inhomc  Software  would  create  a  full-stroke 
keyboard  for  the  Atari  400  Home  Qjmputcr  and  it  would  be  called  the  B  Key 
400,  and  would  sell  for  $  1 1 9.95  U.S.  funds. 

The  new  B  Key  400  was  made  so  easy  to  install  that  the  owner  could  do 
it  himself  in  a  miraculous  two  minutes. 

With  the  B  Key  400  keyboard  from  Inhome  Software,  you  will  follow 
into  the  land  of  professional  home  computers  that  arc  powerful,  easy  to 
program  and  have  a  great  capacity  that  can  be  made  even  greater  with  Inhomc 
Software  48K  and  32K  memory  boards.  It  was  done  and  it  was  good. 


INHOME  ^  SOFTWARE 

Inhomc  Software  Incofporated,  2485  Dunwin  Drive,  Mississauga,  Ontario  L5L  ITl.  (416)  828-0775.  Made  in  Canada. 

ATARI  rs  a  legislorcd  iradernark  of  ATARI.  USA 


$85 


$65 


KM  MM  Pascii  for  PET/CBM 

A  subset  o(  standan)  Pascal  with  extensions. 

-  Mactiine  language  Pascal  Source  Editor  with  cureor 
oriented  window  mode 

-  MacNne  Language  P-Code  Compiler 

-  P-Code  to  machine  language  translatof  fof  optimiied 
object  code 

-  Run-time  package 

-  Floating  point  capatiility 

-  Usef  manual  and  sample  progfams 

Reguires  32K  Please  specify  configuration. 

EARL  for  PET  (disk  file  base^ 

EdUr,  AttMUir,  Rtlmtir.  Uikir 

Generates  retaatable  object  code  using  MOS  Technology 
mnemonics.  Disk  file  input  lean  edit  files  largef  ifian 
menxxy).  Links  .multiple  object  programs  as  one  memory 
load.  Listing  output  lo  screen  of  printer.  Enhanced  editor 
operates  in  txMh  command  mode  and  cursor  oriented 
"window"  mode 

RAM/ROM 
for  PET/CBM 

4K  or  8K  bytes,  of  soft  ROM  with  optional 
t>attery  backup. 

flAM/ROM  is  compatitjie  wjth  any  large  keytjoard  machine 
Plugs  into  one  of  the  ROM  sockets  atxwe  screen  memory  to 
give  you  switch  selected  write  proteciatiJe  RAM. 
tise  RAM/ROM  as  a  software  development  tool  to  store  data 
or  machine  code  tieyond  the  nonnal  BASIC  range.  Use 
RAM/ROM  TO  LOAD  A  ROM  image  where  you  have  possitile 
conflicts  with  more  than  one  ROM  requiring  the  same  socket- 
Possible  applications  inclixie  machine  language  sort  (such  as 
SUPERSORT),  unrversal  wedge.  Extramoa  etc. 
RAM/ROM  -  4K  $75 

RAM/ROM  -■  8K  90 

Battery  Backup  Option  20 

SU  BSORT  by  James  Strasma  $35 

Subsort  is  an  excellent  general  purpose  machine  language 
sort  routine  for  PET/CBM  computers.  Sorts  both  one  and  two 
(jimensioned  arays  at  lightning  speed  in  either  ascending  of 
descending  order.  Othsr  fields  can  be  subsorled  when  a  match 
IS  found,  and  fields  need  not  be  in  any  special  ofder.  Sort  arrays 
may  be  Specified  by  name,  and  fields  are  random  length 
Allows  sorting  by  bit  to  provide  8  categories  per  byte.  The 
routine  works  with  all  PET  BASICS,  adjusts  to  any  memory 
size,  and  can  co-exisi  with  other  programs  in  high  memory. 

SuperGraphics  2.0 

NEW  Version  with  TURTLE  GRAPHICS 

SuperGraphics,  by  John  Fluharty,  provides  a  4k  machine 
language  extension  which  adds  35  full  featured  commands  to 
Commodore  BASIC  to  allow  fast  and  easy  plotting  and 
manipulation  of  graphics  on  the  PET/CBM  video  display,  as 
well  as  SOUND  Commands  Animations  which  previously 
were  too  slow  or  impossible  without  machine  language 
subroutines  now  can  be  programmed  directly  in  BASIC  Move 
blocks  (or  rockelships,  etc  ).or  entire  areas  of  the  screen  with  a 
single,  easy  to  use  BASIC  command  Scroll  any  portion  ol  the 
screen  up,  down,  left,  or  right.  Turn  on  or  off  any  of  the  4000 
(8000  on  8032)  screen  pixels  with  a  single  BASIC  command 
In  high  resolution  mode,  draw  verticaf  horizontal,  and  diagonal 
lines.  Draw  a  box.  fill  a  box.  and  move  it  around  on  the  screen 
with  easy  to  use  BASIC  commands  Plot  curves  using  either 
rectangular  of  polar  co-ofdinales  (great  (or  Algebra  Geometfy 
and  Trig  classes ) 

The  SOtJN  D  commands  allow  you  to  initiate  a  note  or  series 
of  notes  (Of  even  several  songs)  from  BASIC,  and  then  play 
them  in  the  background  mode  without  interfering  with  your 
BASIC  program  This  allows  your  program  tp  run  at  full  speed 
with  simultaneous  graphics  and  music. 

Seven  new  TURTLE  commands  open  up  a  whole  new 
dimension  in  graphics.  Place  the  TURTLE  anywhere  on  the 
screen,  set  his  DIRECTION,  lum  him  LEFT  or  RIGHT,  move 
hm  FORWARD,  raise  or  lower  his  plotting  pen.  even  flip  the 
pen  over  to  erase.  Turtle  commands  use  angles  measured  in 
degrees,  not  radtans,  so  even  elementary  school  children  can 
create  fantastic  graphic  displays. 
Specify  machine  model  (and  size),  ROM  type  (BASIC  3  or  4) 

SupefGraptiics  in  ROM  S45 

Volume  discounts  available  on  ROM  version  for  schools. 


NEW 
VERSION  II 


fir  rn/tll  Ci^ftm 


FLEX-FI LE  is  a  set  of  flexible,  friendly  programs  to  allow  you  to 
set  up  and  maintain  a  data  base.  Includes  versatile  Report 
Writer  and  Mail  Label  routines,  and  documentation  for  pro- 
grammers to  use  Data  Base  routine  as  part  oi  other  pro- 
grama 

RANHOH  Jti:CE3S  OATJI  lASE 

Record  size  limit  is  256  characters  The  number  of  records  per 
disk  is  limited  only  by  record  size  and  free  space  on  the  disk. 
File  maintenance  lets  you  step  forward  or  bacfcward  through  a 
file,  add,  delete,  or  change  a  record,  go  to  a  numbered  record,  or 
find  a  record  by  specified  held  (or  partial  Held),  Field  lengths 
may  vary  to  allow  maximum  information  packing  Both  sub- 
totals and  sorting  may  be  nested  up  to  5  fields  deep  Any  field 
may  be  specified  as  a  key.  Sequential  file  input  and  output  as 
well  as  file  output  In  WordPro  and  Paper  Mate  format  is  suppor- 
ted Record  size,  fields  per  record,  and  order  of  fields  may  be 
changed  easily 

MAIUKG  USELS 

Typical  mail  records  may  be  packed  3000  per  disk  on  8050 
(1 400  on  4040).  Labels  may  be  printed  any  number  wide,  and 
may  begin  in  any  column  position.  Tliere  ts  no  limit  on  the  num- 
ber or  order  of  fields  on  a  label  and  complete  record  selectjon 
via  type  code  or  field  condition  is  supported 
REf>OflT  WHITEH 

Flexible  pnnling  format,  including  field  placenenL  decimal 
justilication  and  rounding  Define  any  column  as  a  series  of 
math  or  trig  functions  performed  on  other  columns,  and  pass 
results  such  as  running  total  from  row  lo  row.  Totafs,  nested 
subtotals,  and  averages  supported.  Complete  record  selectkia 
including  field  within  range,  pattern  match  and  kigical  func- 
tions can  be  specified, 

FLEX-FILE  II  by  Michael  Riley      $110 

Please  specify  equipment  configuration  when  ordering 

Di^Kiiii; 

lirteniiire  Cm  Uatt  by  LC  Cirfile 

COMPLETE  DISK  RECOVEHY  SYSTEM  FOfl  CBM  DRIVES 

-  edit  disk  blocks  with  ease 

•  duplicate  disks,  skipping  over  bad  blocks 

-  complete  diagnostic  facilities 

-  un-scratch  scratched  files 

-  check  and  correct  scrambled  hies 

-  recover  improperly  closed  files 

•  extensive  treatment  of  relative  (lies 

-  optional  output  to  IEEE488  printer 

-  comprehensive  user  manual  (an  excellent  tutorial  on  disk 

operation  and  theory!. 
Furnished  on  cooy-prolecled  disk  with  manual 
Backup  disk  available.  St 0  additional. 


$40 


PROGRAM  YOUR  OWN  EPROMS  $75 

Branding  Iron  EPROK^  Programmer  for  PET/CBM  software  for 
all  ROM  versions  Includes  ali  liardware  and  software  to  pro- 
gram Of  copy  271 6  and  2532  EPROMs 

raRTMAKER  bUALliS23^^^      ~ 

SERIAL  PORT  $63 

Two  ports  with  full  bipolar  RS232  buffering.  Baud  rates  from 
300  to  4800.  For  PET/CBM,  AIM,  SYM, 


CBM  Softtnre 

TCL  Pascal  Version  1.6 
Petspeed  BASIC  Compiler 
Integer  BASIC  Compiler 
CMAR  Record  Handler 
UCSD  Pascal  (without  board) 
Wordcraft  80 
BPI  Accounting  Modules 
Professional  Tax  Prep  Sys. 
Intelligent  Terminal  Emulator 
ASERT  Data  Base 
Personal  Tax  Cat 
Dow  Jones  Portfolio  Mgmt. 
Assembler  Devekipment 
Legal  Time  Accounting 


135 
225 
110 
110 
135 
300 
300 
600 

25 
375 

55 
110 

80 
445 


FORTH  for  PET 

BY  L  C.  Cargile  and  Michael  Riley  $50 

Features  include: 

full  FIG  FORTH  model. 

aJ(  FORTH  79  STANDARD  extensions, 

stnjctured  6502  Assembler  with  nested  tiecision  making 
macros. 

full  screen  editing  (same  as  when  programming  in 
BASIC), 

auto  repeat  key, 

sample  programs, 

standard  size  screens  (IB  lines  by  64  characters). 

1 50  screens  per  diskette  on  4040, 480  screens  on  8050. 

ability  to  read  and  write  BASIC  sequential  files. 

introductory  manual, 

reference  manual. 
Runs  on  any  f6K  or  32K  PET'CBM  (including  8032)  with 
ROM  3  or4,  and  CBM  liisk  drive.  Please  specify  configuration 
when  ordering, 

Mebcsm^ler  far  FORTH  {30 

simple  metacompiler  for  creating  compacted  object  code 
which  can  be  executed  independently  (without  the  FORTH 
system!. 


PaperMate 
60  COMMANO 

WOflD 
PROCESSOR 

by  Michael  Rrley 


Paper-Mate  is  a  full- featured  word  processor  lor  CBM/PET 
by  l/ichaef  Ritey  Paper-Mate  incorporates  60  commands  to 
give  you  full  screen  editing  with  graphics  for  all  16K  or  32K 
machines  (including  8032),  all  pnnters,  and  disk  or  tape  drives. 
Many  additional  features  are  available  (including  most  capa- 
bilities of  Professional  Software's  WordPro  3| 

For  writing  texL  Paper-Male  has  a  definable  keyboard  so 
you  can  use  with  either  Business  or  Graphics  machines.  Shift 
lock  on  ietlers  only,  or  use  keyboard  shift  lock.  All  keys 
repeal 

Paper-Mate  text  editing  includes  ftoating  cursor,  scroll  up  or 
down,  page  forward  or  back,  and  repeating  insert  and  delete 
keys  Text  block  handling  induces  transler.  delete,  append, 
save  loail  and  insert. 

All  formatting  commands  are  imbedded  in  text  for  complete 
coofrot  Commands  include  margin  controf  sni  release^  cdumn 
adiusL  9  tall  settingSi  variable  line  spacing.  |ushfy  text  center 
text,  and  auto  print  form  letter  (variable  block)  Files  can  be 
linked  so  that  one  command  prints  an  entire  manuscript  Auto 
page,  page  headers,  page  numbers,  pause  at  end  of  page,  and 
hyphenation  pauses  are  included 

Unlike  most  word  processors,  CBM  graphics  as  well  as  text 
can  be  used.  Papet-Male  can  send  any  ASCII  code  over  any 
secondary  address  to  any  printer 

Paper-Mate  functkjns  with  all  CBM/PET  machines  with  at 
least  16K,  with  any  type  of  printer,  and  with  either  cassette 
or  disk. 

To  order  Paper-M  ate.  please  specify  machine  and  ROM  type 
Paper- Mate  (disk  or  (ape)  for  PET  CBM.  VIC.  C64  $40 


SM-KIT  tor  PET/CBM  $40 

Enhanced  ROM  based  utilities  for  BASIC  4,  Includes  both  pro- 
gramming aids  and  disk  handling  commands. 

BASIC  INTERPRETER  lor  CBM  8096  tZOO 

A  full  interpreter  implementation  to  automatically  take  advan- 
tage ol  the  extra  memory  availaDle  with  8096, 

PEDISK  II  SyslBDis  Irom  cgrs  Mlcratecli  iinilible, 
FILEX  IBM_3T41/2  Diti  ExcltttigeSDltWirt  mllltile. 

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Comprehensive  version  available  for  most  configuratkms, 

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SOUND 

On  The  Sinclair/Timex 

Arthur  B,  Hunkins 
School  of  Music,  UNCG,  Greensboro,  NC 


Sound  on  the  Sinclair/Timex?  Beethoven  sym- 
phonies, no;  simple  melodies,  yes!  All  you  need 
is  one  of  the  programs  below,  and  a  high-gain 
amplifier/speaker  connected  to  the  computer's 
mike  output.  {Radio  Shack's  battery-operated 
mini-  or  telephone-ampHfier/speakers  at  $10-12 
work  fine.) 

The  software  secret  is  a  short  Z-80  machine 
language  (ML)  routine  buried  in  a  REM  statement 
at  the  beginning  of  a  BASIC  program.  It  is  impor- 
tant that  the  routine  be  the  FIRST  program  state- 
ment; if  it  isn't,  all  the  USR  and  POKE  addresses 
that  follow  must  be  changed.  We'll  make  our  open- 
ing REMark  statement  number  10,  and  leave  it! 

After  typing  10  REM,  press  the  following 
sequence  of  CHARACTERS  (ignore  commas, 
periods,  and  spaces):  NEXT,  A,  /,  I,  =,  :,  COPY, 
INKEY$,  PEEK,  COPY,  (,  RETURN,  INKEY$, 
<  = ,  RETURN,  (,  RETURN,  H,  4,  LET,  9,  4,  GOTO, 
TAN.  Remember,  these  are  Omracters  -  single 
keijstrokes.  Spaces  will  appear  in  the  display,  but 
you  don't  type  any  in. 

Some  of  the  characters  are  FUNCTIONS;  to 
register  them,  you  first  hit  the  function  key.  Others 
are  KEYWORDS,  a  bit  trickier.  First  hit  THEN, 
which  causes  the  K  cursor  to  appear;  then  press 
the  keyword;  finally  go  back  and  delete  THEN. 
Presto,  a  keyword  in  a  REM  statement!  When  you 
are  finished  entering  characters,  be  sure  to  hit 
ENTER. 

Now  we'll  add  a  second  statement:  30  LET 
A  =  USR  16514.  Attach  the  amplifier  to  the  mike 
output,  turn  up  the  volume,  and  we're  ready  for 
a  test.  (You  might  want  to  save  the  program  first 
-  machine  language  crashes  make  you  start  over.) 
Be  sure  you  are  in  FAST  mode;  sound  doesn't 
work  in  SLOW.  (In  your  own  applications,  you 
may  switch  back  and  forth  from  SLOW  to  FAST 
whenever  you  wish.) 

RUN  the  short  program.  If  all  is  well,  you 
should  hear  a  slightly  low  B  above  middle  C  for 
approximately  one  second.  The  screen  display 
goes  berserk  during  the  note,  showing  horizontal 
black  streaks  similar  to  a  LOAD.  When  the  sound 
is  finished,  the  previous  display  returns. 

Note  that  the  computer  hum,  which  is  quite 
audible  except  during  the  note  itself,  is  caused  by 
the  screen  display.  When  the  screen  is  "off,"  in- 
cluding black  during  computer  calculations,  there 


is  no  hum.  This  program  produces  one  note  per 
subroutine  call  -  a  square  wave,  limited  in  range 
to  pitches  from  B  above  middle  C  on  up.  (More 
sophisticated  routines  that  extend  the  range  into 
the  bass  register,  and  permit  a  variety  of  tone 
colors,  are  discussed  later.) 

Frequency  And  Duration 

Let's  construct  a  simple  BASIC  program  to  play 
our  choice  and  length  of  note; 

10  REM  (as  above) 

12  LET  B  =  255 

14LETD  =  5 

17FOKE16520,B 

22  POKE  16518,D*1000/B 

30  LET  A  =  USR  16514 

B  is  the  frequency  value,  POKEd  into  location 
16520;  D  is  the  duration  value,  which  -  converted 
to  be  constant  for  varying  frequencies  -  is  placed 
in  16518.  B  must  be  between  1  and  255,  and  D 
must  be  greater  than  0.  For  higher  frequencies,  it 
is  possible  to  ask  for  too  long  a  duration;  one  may 
receive  a  report  code  of  B  in  statement  22  here  (an 
attempt  to  POKE  a  number  larger  than  255  into 
location  16518). 

For  longer  tones,  adjust  tempo  location  16516, 
which  normally  contains  value  24.  POKEing  a 
smaller  value  speeds  up  the  tempo,  while  a  larger 
value  makes  everything  last  longer.  Note  that 
these  three  memory  locations  -  for  frequency, 
duration,  and  tempo  -  are  the  same  for  all  pro- 
grams in  this  article.  So  is  the  USR  subroutine  call 
address. 

The  single-byte  frequency  values  for  pitches 
from  the  B  above  middle  C  up  through  two  octaves 
are  given  in  the  table.  These  are  the  values  with 
zero  as  the  high  byte  (ignore  the  zero  and  use 
only  the  low  byte).  For  this  particular  program, 
add  three  to  each  value  listed;  thus  a  low  B  (the 
first  pitch  with  high  byte  =  0)  should  be  250  instead 
of  247.  Experiment  with  different  frequency  and 
duration  values. 

Now  let's  explore  a  routine  that  permits  a  full 
range  of  pitches,  down  to  two  octaves  below  mid- 
dle C  or  lower,  if  you  wish.  Here  we  require  a 
two-byte  frequency  value.  The  machine  language 
is  more  extensive.  Again  begin  with  10  REM,  add- 
ing the  following  sequence  of  character 
strokes:  NEXT,  A,  /,  1,  =,  upper  left  quarter  square 


66     COMPUni     January.  1Q63 


graphic,  upper  left  quarter  square  graphic,  COPY, 
VAL,  PEEK,  COPY,  lower  left  quarter  square 
graphic,  left  half  square  graphic,  C,  upper  right 
quarter  square  graphic,  (,  RETURN,  £,  $,  C,  upper 
half  square  graphic,  $,  /,  RUN,  AT,  <  =  ,  RETURN, 
lower  left  quarter  square  graphic,  left  half  square 
graphic,  C,  upper  right  quarter  square  graphic,  (, 
RETURN,  £,  $,  C,  upper  half  square  graphic,  $,  /, 
RUN,  H,  4,  AND,  9,  4,  STR$,  TAN. 

Whew!  Again  conclude  by  hitting  ENTER, 
and  double  or  triple-check  the  entry.  Be  sure  to 
identify  the  correct  graphics  characters,  preceding 
and  following  them  by  pressing  the  GRAPHICS 
key  to  obtain  or  cancel  the  G  cursor.  To  get  the 
graphics  character  rather  than  a  reverse  field  letter, 
you  must  use  the  shift  key. 

This  routine  may  be  quick-checked  also  by 
adding  the  statement:  30  LET  A  =  USR  16514. 
This  time  you  should  hear  a  slightly  low  B  below 
middle  C,  for  about  two  seconds.  The  complete 
BASIC  program  is  listed  below. 

10  REM  (as  above) 

12LETB  =  1 

13  LET  C  =  255 

14  LET  D  =  10 
15LETX  =  B»256  +  C 
17  POKE  16520,B 
18POKE16521,C 

22  POKE  16518,D*1000/X 

23  IF  PEEK  16518  =  0  THEN  POKE  16518,1 
30  LET  A  =  USR  16514 

Here  B  and  C  are  the  two-byte  frequency 
values  {high-low  order).  X  sums  the  two  values 
for  purposes  of  calculating  the  duration  to  be 
POKEd  into  16518.  Statement  23  may  seem  prob- 
lematic. It  is  needed  because  very  low  notes  (high 
B  and  C  values)  may  cause  16518  to  contain  zero, 
which  will  produce  a  veri/  long  tone  in  combination 
with  a  small  D  value.  Statement  23  protects  against 
this  possibility.  To  obtain  accurate  rhythms  on 
low  short  tones,  speed  up  the  tempo  (POKE  a 
value  less  than  24  into  16516)  so  that  you  can  work 
with  larger  values  of  D.  Again,  try  different  fre- 
quencies and  durations,  using  the  frequency  table 
at  the  end  of  the  article.  B  is  the  high  byte,  C,  the . 
low.  Use  the  values  straight  out  of  the  table  (do 
not  add  3). 

Varying  Tone 

Next  we  have  a  modification  of  the  above  ML 
routine  that  permits  variation  in  tone  color.  It  is 
more  complex  and  difficult  to  use,  but  permits 
any  width  of  pulse  (rectangular)  wave  by  changing 
a  single  variable.  While  requiring  considerable 
additional  overhead,  only  one  more  variable  is 
specified  (pulse  width).  Frequency  values  are  the 
same  as  in  the  previous  program.  It  will  be  easiest 
to  enter  this  routine  as  a  modification  of  the  pre- 
vious one. 

Start,  as  usual,  with  10  REM  then:  NEXT,  A, 


/,  I,  = ,  upper  left  quarter  square  graphic,  upper 
left  quarter  square  graphic,  COPY,  PEEK,  COPY, 
lower  left  quarter  square  graphic,  left  half  square 
graphic,  C,  upper  right  quarter  square  graphic,  (, 
RETURN,  £,  $,  C,  upper  half  square  graphic,  $,  /, 
RUN,  upper  left  quarter  square  graphic,  upper 
left  quarter  square  graphic,  COPY,  <  = ,  RETURN, 
lower  left  quarter  square  graphic,  left  half  square 
graphic,  C,  upper  right  quarter  square  graphic,  (, 
RETURN,  £,  $,  C,  upper  half  square  graphic,  $,  /, 
RUN,  H,  4,  OR,  9,  4,  USR,  TAN.  Conclude  with 
ENTER.  Adding  the  statement  30  LET  A  =  USR 
16514  should  result  in  the  same  tone  as  previously, 
since  a  square  wave  (50  percent  pulse  width)  is 
specified. 

As  the  BASIC  overhead  for  this  routine  is 
fairly  extensive,  it  may  not  run  on  the  IK  ZX-81. 
All  other  programs  should. 

11  LET  P  =  50 
12LETB  =  1 

13  LET  C  =  255 

14  LET  D  =  10 
15LETX  =  B»256  +  C 
16LETY  =  P*.02*X 

17  POKE  16520, INT  (Y/256) 

18  POKE  16521,Y-PEEK  16520*256 
19LETY  =  (100-P)*,02*X 

20  POKE  16538,  INT  (Y/256) 

21  POKE  16539,  Y-PEEK  16538*256 

22  POKE  16518,D*1000/X 

23  IF  PEEK  16518  =:  0  THEN  POKE  16518,1 
30  LET  A  =  USR  16514 

P  is  the  new  variable,  representing  pulse 
width  expressed  as  a  percentage  (greater  than 
zero  and  less  than  100).  The  other  statements  are 
needed  to  calculate,  from  a  single  two-byte  fre- 
quency number,  the  two  sets  of  timing  loop  values 
for  the  top  and  bottom  portions  of  the  pulse  wave. 
Suffice  it  to  say  that  the  two  pairs  of  loop  values 
go  into  locations  16520-16521  and  16538-16539, 
and  that  if  the  two  pairs  are  identical,  you  get  a 
square  wave;  otherwise,  a  variable-width  pulse 
results.  Incidentally,  these  variable  pulse  widths 
may  be  monitored  on  the  screen,  where  the  thicker 
streaks  of  white  represent  greater  positive  pulse 
widths  at  the  same  frequency.  Note,  too,  that 
spacing  of  the  streaks  is  proportional  to 
frequency. 

A  Short  Melody 

Finally,  let's  return  to  our  first  sound  routine  - 
the  one  with  one-byte  frequency  values,  square 
waves,  and  high  pitches  only  -  and  attempt  a 
short  melodic  phrase.  To  do  this,  we  define  a  series 
of  frequency  and  duration  variables  in  arrays, 
inserting  them  in  order  during  a  FOR/NEXT  loop 
that  calls  the  notes  one  at  a  time. 

Observe  that  this  program  is  not  designed  to 
perform  entire  compositions  (though,  given 
enough  memory,  it  could).  1  will  review  two 
commercial  programs  in  an  upcoming  issue  of 

January.  1983     COMPUII!     69 


COMPUTE!  which  allow  you  to  code  or  perform, 
then  play  back,  extended  melodies. 

10  REM  (as  above,  first  sound  routine) 

12  DIM  B(6) 

13DIMD{6) 

14LETB(1)  =  157 

15LETD<1)  =  3 

16LETB(2)  =  186 

17LETD(2)  =  1 

18LETB(3)  =  235 

19LETD(3)  =  4 

20LETB(4)  =  186 

21LETD(4)=4 

22LETB(5>  =  157 

23LETD(5)  =  4 

24LETB(6)  =  117 

25LETD(6)  =  8 

26  FOR  1  =  1  TO  6 

27  POKE  16520,B(I) 

28  POKE  16518,D(I)*1000/B(I) 
35LETA  =  USR16514 

40  NEXT  I 

After  SAVEing  the  program  to  prevent  possi- 
ble catastrophe,  RUN  it.  Do  you  recognize  the 
tune?  If  the  tempo  is  too  slow,  you  can  always 
POKE  the  tempo  location,  16516  -  insert  the  state- 
ment, 11  POKE  16516,15  (or  POKE  any  other 
number  below  24).  Experiment  with  different 
speeds  between  1  and  255. 

You  may  have  noticed  that  there  is  no  provi- 
sion for  rests.  Rests  are  a  bit  awkward.  Perhaps 
you  might  want  to  work  out  something  inside  the 
play  loop  that  checked  for  a  B  (frequency)  array 
variable  of  zero,  and  converted  the  D  (duration) 
array  variable  into  an  index  for  a  "do  nothing" 
FOR/NEXT  loop.  Yes,  it  sounds  complicated. 
Perhaps  the  following  suggestion  is  some 
improvement. 

Add  two  statements  to  the  program  above: 
30  IF  B(I)  =  255  THEN  POKE  16528,255,  and  32  IF 
B(l)<>255  THEN  POKE  16528,254.  Now,  if  you 
code  a  FREQUENCY  value  of  255,  you'll  get  a  rest 
of  the  specified  duration  rather  than  a  pitch.  Make 
sure  to  reserve  the  "pitch"  of  255  for  a  rest.  Or 
you  may  choose,  and  reserve,  any  other  value 
greater  than  zero  to  255  for  this  purpose.  Unfor- 
tunately, zero  won't  work.  After  inserting  this 
code,  try  substituting  255  for  one  of  the  B  array 
values  in  the  melody.  You  should  get  a  note  hole. 

Comparable  additions  to  the  BASIC  code  for 
the  other  sound  routines  are  also  possible.  1 
suggest  reserving  the  value  of  255  for  the  lower 
frequency  byte.  In  the  routine  that  deals  with 
square  waves  throughout  the  frequency  range, 
add  the  statements  IF  C(I)  =  255  THEN  POKE 
16540,255  and  IF  C(I)<>255  THEN  POKE  16540,254 
during  the  play  loop.  Note  the  change  in  memory 
location.  The  C  array  represents  the  lower  fre- 
quency byte.  For  the  routine  with  variable  pulse 
width,  use  the  same  two  statements,  but  POKE 
16541  instead  of  16540. 

What  follows  is  a  list  of  delay  loop  (frequency) 
POKE  values  for  equally  tempered  pitches 

70    COMPUIE!    Jonijaiy,19B3 


through  five  octaves  around  middle  C.  The  first 
pitch  is  two  octaves  below  middle  C,  the  last, 
three  octaves  above  middle  C.  Be  sure  to  mid  three 
to  these  values  when  using  the  one-byte,  simple 
sound  routine.  This  routine  handles  only  pitches 
with  a  high  byte  of  zero,  which  is  omitted. 

Pitch  Values 


PITCH 

HIGH  BYTE 

LO 

C 

7 

105 

C#/DF 

6 

250 

D 

6 

145 

D#/EF 

6 

35 

E 

5 

218 

F 

5 

130 

F#/GF 

5 

50 

G 

4 

228 

G#/AF 

4 

155 

A 

4 

90 

A#/BF 

4 

23 

6 

3 

225 

c 

3 

167 

c#/dF 

3 

114 

d 

3 

65 

d#/eF 

3 

17 

e 

2 

230 

f 

2 

188 

f#/gF 

2 

149 

g 

2 

110 

g#/aF 

2 

75 

a 

2 

42 

a#/bF 

2 

11 

b 

238 

cl  (middle  c) 

210 

c#l/dFl 

184 

dl 

159 

d#l/eFl 

136 

el 

113 

fl 

92 

f#l/gFl 

72 

gl 

53 

g#l/aFl 

36 

al 

19 

a#l/bFl 

3 

bl 

0 

247 

c2 

0 

232 

c#2/dF2 

0 

219 

d2 

0 

207 

d#2/eF2 

0 

195 

e2 

0 

183 

f2 

0 

173 

f#2/gF2 

0 

163 

g2 

0 

154 

g#2/aF2 

0 

145 

a2 

0 

136 

a#2/bF2 

0 

128 

b2 

0 

121 

c3 

0 

114 

c#3/dF3 

0 

107 

d3 

0 

101 

d#3/eF3 

0 

95 

e3 

0 

89 

f3 

0 

84 

f#3/gF3 

0 

79 

S3 

0 

74 

g#3/aF3 

0 

70 

a3 

0 

66 

a#3/bF3 

0 

62 

b3 

0 

58 

c4 

0 

55 

THUNDERBIRD 


Dave  Sanders,  Garland,  UT 


For  TRS'80  Color  Computer,  Atari  and  Uncxpanded 
VIC,  this  game  should  prove  a  challenge  for  all  age 
levels.  So  far,  none  of  the  plai/ers  who've  tried  it  have 
been  able  to  get  past  the  second  level.  But  if  you  do,  the 
game  will  keep  getting  harder.  _^ , 


"Thunderbird"  will  demand  your  undivided  at- 
tention and  all  of  the  memory  the  unexpanded 
VIC-20  has  to  offer.  The  object  of  Thunderbird  is 
to  score  as  high  as  possible.  The  high  score  will 
be  kept  from  game  to  game.  The  scoring  is  as  fol- 
lows: 200  points  for  taking  out  a  tree,  50  points 
for  taking  out  a  saucer,  75  points  for  deflecting  off 
either  wing  of  the  Thunderbird,  25  points  for  de- 
flecting off  the  main  body  of  the  Thunderbird, 
and  1000  points  for  breaking  out  the  bottom  of 
the  playing  field.  When  the  satellite  drops  into  a 
well,  125  points  are  subtracted  from  the  score. 

You  score  these  points  by  keeping  the  satellite 
in  the  playing  field.  The  satellite  can  break  out  the 
top  and  the  bottom  of  the  screen.  When  it  breaks 
out  the  bottom,  you  score  1000  points,  and  a  new 
and  more  difficult  playing  field  is  set  up  for  you. 
If  the  satellite  breaks  out  the  top  of  the  field,  your 
game  is  half  over.  You  can  lose  only  two  satellites 
out  the  top.  You  prevent  the  satellite  from  break- 
ing out  the  top  by  deflecting  it  back  into  the  field 
with  the  Thunderbird.  The  Thunderbird  is  moved 
across  the  top  of  the  field  with  the  cursor  control 
keys. 

The  display  on  the  right  side  of  the  screen 
tells  you  if  you  are  playing  the  first  or  second  satel- 
lite. When  the  satellite  drops  into  a  well,  the 
Thunderbird  lasers  down  from  one  to  three  mul- 
ticolored saucers  to  further  hinder  the  satellite 
from  breaking  out  the  bottom.  You  will  notice 
that  the  Thunderbird  deflects  the  satellite  one 
way  off  its  main  body  and  a  different  way  off  its 
wings.  You  have  to  keep  the  Thunderbird  moving 
across  the  screen  in  conjunction  with  the  direction 
the  satellite  is  moving,  or  you  will  not  play  for 
very  long. 

With  a  little  practice,  the  first  breakout  is  not 
too  hard.  The  second  breakout  will  not  be  out  of 
reach  either,  but  no  one  in  our  neighborhood  has 
broken  out  the  third  time.  Just  in  case  you  are  a 


whiz  though,  the  game  will  continue  to  get  har- 
der. 

Crunching  It  Info  The  VIC 

Because  of  the  length  of  the  program,  I  had  to  use 
a  technique  known  as  "crunching."  You  can  pack 
more  instructions  -  and  power-  into  your  BASIC 
programs  by  making  each  program  as  short  as 
possible. 

Crunching  programs  lets  you  squeeze  the 
maximum  possible  number  of  instructions  into 
your  program.  It  also  helps  you  reduce  the  size  of 
programs  which  might  not  otherwise  run  in  a 
given  size. 

A  list  of  keyword  abbreviations  is  given  in 
the  Appendix  D  in  the  Personal  Computing  Guide 
that  you  received  with  your  VIC-20.  This  is  helpful 
when  you  program  because  you  can  actually 
crowd  more  information  on  each  line  by  using 
these  abbreviations.  In  this  program  it  is  manda- 
tory to  use  this  technique  on  many  of  the  lines 
when  you  type  them  in.  The  most  frequently  used 
abbreviation  in  this  program  is  PO  (P  shifted-O) 
which  is  the  BASIC  abbreviation  for  the  POKE 
command.  However,  if  you  LIST  a  program  that 
has  abbreviations,  the  VIC-20  will  automatically 
print  out  the  listing  with  the  full-length 
keywords. 

If  any  program  line  exceeds  88  characters 
(four  lines  on  the  screen)  with  the  keywords  un- 
abbreviated, and  you  want  to  change  it,  you  will 
have  to  re-enter  that  line  with  the  abbreviations 
before  saving  the  program. 

SAVEing  a  program  incorporates  the 
keywords  without  inflating  any  lines  because 
BASIC  keywords  are  tokenized  by  the  VIC-20. 
Usually,  abbreviations  are  added  after  a  program 
is  written  and  do  not  have  to  be  LISTed  any  more 
before  SAVEing. 

REM  statements  are  helpful  in  reminding 
yourself-  or  showing  other  programmers  -  what 
a  particular  section  of  a  program  is  doing.  How- 
ever, when  the  program  is  completed  and  ready 
to  use,  you  probably  will  not  need  those  REM 
statements  any  more;  you  can  save  quite  a  bit  of 
space  by  removing  them.  If  you  plan  to  revise  or 
study  the  program  structure  in  the  future,  it  is  a 
good  idea  to  keep  a  copy  on  file  with  the  REM 
statements  intact. 

January,  1983    COMPUIB    71 


HOME     COMPUTERS 

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ATARf 


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«209 


m 

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>209 


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VIC  1112  VIC  IEEE-4e8  Interface $86.00 

VIC  1211  VIC  20  Supef  Expander $53.00 

VIC  Mother  Board $99.00 


16K  Memory  Module S44  93 

Vu-Cilc                            in 'is    TlltOrjuii«r  Half 

Super  Mtth                      St295    The  Budsel?r  SI345 

ClKck  Book  Minipr      SI  195    Sluct  Opiwn  SI  4°^ 
Lotj^A  Moni^BT  AiTWftjfCT         $12  9? 


NEC 

COMPUTERS 

8001 A $729.00 

6031    $729.00 

8012     $549-00 

PRINTERS 

6023       ,  $499,00 

7710/7730 $2399  00 

3510/3530 $1599,00 

MONITORS 

JB-1260 $129.00 

JB-1201 $15900 

JC-1201  S3I900 

JC-1203 $729.00 


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IN  PA.  CALL  (71  "7)  3e7-9B7B 
477  E.  THIRO  ST.,  WILLIAMSPORT,  PA.  1  7701 


east 


In-stock  items  ahipoed  same  day  yov  call- No  risk,  no  deposit  on  CO,  D  orders  Pre-paid  orders  recetvefreestiippingwi  I  hm  the  conimental  United  States  wim  no  waiting  period 
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Following  is  a  list  of  REM  statements  that 
would  have  been  in  my  program  if  there  had  been 
room. 

Program 

Line  No.    Description 

4-17  Routine  to  set  up  playing  field. 

25-26  Subroutine  for  printing  score. 

50-54  Routine  for  making  game  more  difficult. 

55-59  Routine  for  displaying  instructions  and  a  short 

game. 
65-80  Routine  for  firing  laserand  starting  satellite  back 

ata  random  kication. 
85  Routine  for  ttie  graphiics  when  .satellite  takes  oul 

saucers. 
90-91  Routine  forsoundsand  points  on  breakout. 

95-98  Routine  forsoundsand  colors  on  losing  satellite  out 

the  lop  of  the  field. 
100-103      Routine  for  moving  Thiinderbird  across  screen. 
104-118      This  section  moves  satellite  and  has  all  thePEEKs 

for  the  other  routines  in  the  program. 

Orie  of  the  easiest  ways  to  reduce  the  size  of 
your  program  is  to  eliminate  all  the  spaces.  Al- 
though programmers  often  include  spaces  in  sam- 
ple programs  to  provide  clarity,  you  actually  do 
not  need  any  spaces  in  your  program  and  will 
save  memory  if  you  eliminate  them. 

Instead  of  PRINTing  several  cursor  com- 
mands to  position  a  character  on  the  screen,  it  is 
often  more  economical  to  use  the  TAB  and  SPC 
instructions  to  position  words  or  characters  on 
the  screen.  Well,  that's  enough  on  "crunching." 
You  can  find  these  and  many  other  useful  in- 
structions in  the  VlC-20  Prograinmer^  Reference 
Guide  VMllO  published  by  Commodore. 

On  line  68  a  couple  of  saucers  are  lasered 
down  by  the  Thunderbird.  The  screen  code 
POKEd  for  the  saucers  is  the  same  as  all  the  other 
saucers,  but  thev  certainly  look  different.  This 
effect  is  achieved  by  POKEing  a  9  into  the  color 
code  location  for  these  saucers.  POKEing  a  color 
location  with  a  number  above  eight  will  switch 
that  location  into  multicolor  mode.  You  can  get 
some  very  interesting  shapes  and  colors  by  using 
multicolor. 

In  lines  four  through  seven,  the  (Q)  is  the 
ball  graphic,  and  the  (W)  is  the  circle. 

If  you  do  not  want  to  punch  the  program  in, 

1  will  be  happy  to  make  a  copy  (VIC  only) 

for  you  on  tape.  Send  a  cassette  with  a  self-ad- 
dressed, stamped  (requires  40  cents  postage)  en- 
velope, and  a  check  for  $3  to: 

Dave  Sanders 
P.O.  Box 533 
Garland,  LIT  84312 

Program  1:  VIC-20  Version 

2  VD=36874:F=125:OX=3074  2:OF=.30720:P1=1:L=1: 

SC=0:HI  =  0:K  =  1:M=7703:RS=1:VA.=VD+2:C=V 
A+3 
4  PRINT" { CLEAR} ":P0KEC,1 05 :F0RR=1T01 7: PRINT: 


next:print"{yel}qqqqqqqqqoqqqoqqqqqqq 
qqqqqq 1 w  ht ) w ( yel 1 qqqqqqoqqq { w  ht } w { y  e  l 
yeUqqqqq" 

5  print" {wht) (uplqqqqqqqqqqqqqqqqqqqqqqqqqqq 

QOQQQQQQQQQQQQQQQ" 

6  PRINT"ICYN} [UPjQQOQQqQQQQQQQQQQQQQQQQQQQQQ 

QQQQQQQQQQQQQQQQQ" 

7  PRINT" (PUR) {UPlQQlWHTlWiPURlQQQQQQQQQQQQQQ 

QQ{WHT]W{PUR}QQQQQQQQQQQQQQQQQOQQQQQQ 

8  FORR=8142TO8136:P0KER,65:NEXT:J=87:G=81:FO 

RR=38  4  2  3T03844  2:POKER,7:NEXT:P0KE3687 
8,15 

9  FORR=3886  3T03888  2:POKER,5:NEXT:FORR=3a885T 

03890  4 : POKER, 5: NEXT: POKES  16 5, J: POKES  I 
68,J:POKE8171,J 

10  POKE8178,J:POKE8181,J:POKE8184,J:FORR=7937 

T08141STEP22:POKER+OF,l:NEXT:FORR=768 
0TO8164STEP22 

11  HEADA:POKER,A:NEXT:FORn=7701TO818  5STEP22:R 

EADA:POKER,A:NEXT:FORR=7681TO77  00:REA 
DA:POKER,A:NEXT 

12  FORR=79  66TO8120STEP22:POKER+OF, 1: NEXT: REST 

ORE:IFP1=>2THEM50 

13  PRINTSPC(6) "(REV) {WHTl (22  UP} "SC: P0KE7686 , 

189:PRINTSPC(14) "(REV) (WHT} iUP] "HI:PO 
KE7694,ia9 

14  X=l;Y=l:DX=l:DY=l:POKEM+l,8  5:POKEM+2,88:PO 

KEM+3,73: IFRS=1THENRS=RS+1 :GOT055 

15  IFTT=500THENTT=1 :X=12:L=1 :SC=0:PRINT" {HOME 

HOr4E}{07    RIGHT)  (REV)  ■':GOTO104 

16  IFLO2THEN104 

17  POKE77  67,147:POKE7789,133:POKE7  811,131 :POK 

E7833,143;POKE78  55,142:POKE7877,132:G 

OTO104 
2  5  PRINTSPC(6) "(UP) {REV}"SC:POKE7686,189: IFSC 

>HITHEtJHI  =  SC:PRINTSPC(14)  "(REV)  (UP)  "H 

I  :POKE7694,189 
26  RETURN 
5  0  FORR=79  4  5TO7  964;POKER,G:NEXT:POKE80  59,J:PO 

KE8070,J:FORR=794STQ7964:POKER+OF,7:N 

EXT 
51  IFP1=>3THENPOKE8012,J:POKE3  0  29,J 
5  2  IFPl=>4THENPOKE8105,J:POKE8112,J 
5  3  IFPl=>5THENPOKE79Sl,J:POKE79  58,J 
54  G0T013 
5  5  POKE77  54,8:POKE77  55,9 : P0KE7  7  56 , 20 ; P0KE7799 

,153:POKE7840,20:POKE7841,15:POKE784  3 

, 16:POKE7844 , 12 
5  6  POKE78  45,l:POKE784  6,25:P0KEM+l,8  5:POKEH+2, 

88:POKEM+3,7  3:POKE7  78  3,42:POKE7903,21 

: POKE79  0  4 , 19 : POKE7905 , 5 
5  7  POKE79  07,3:POKE7908,21 :POKE79  09, 18:POKE791 

0 ,19:POKE7911, 15:POKE7912, 18:POKE7914 

,ll:POKE7915,5 
5  8  POKE7916,25:POKE7917,19:POKE7  9  2  5,6 :POKE7  92 

6 , 15:POKE7927,18:POKE7929,18:POKE79  30 

,9:POKE7931,7 

5  9  POKE79  32,8:POKE79  33,20:POKE79  3S,38:POKE793 

7  ,12:POKE7938,5:POKE7939,6:POKE7  94a,2 
0 

6  0  GETA$:IFA$="Y"THENSC=0:L=1:GOTO4 

61  IFA$<>="Y"THENPOKEVA,0:TT=TT+1:IFTT=500THE 

N4 

62  GOTO60 

6  5  SC=SC-F:G=M+2: IFHI=SC+FTHEN HI=HI-F 

6  6  POKEG+22,77:POKEC,10:POKEG+OF+22, l:G=G+2  2 

67  IFPEEK(G+22) =8 lORPEEK (G+22) =65THENPOKEG ,8 1 

: P0KEG+0F,9 :G0T072 
6  8  IFPEEK (G+22) =87THENPOKEG,81:POKEG-2  2,81:G= 

G-22:POKEG+OF,9 : POKEG+OX ,9 :G0T07  4 

6  9  IFG>8185THENPOKEG,81:P0KEG+OF,9:GOT072 

7  0  IFPEEK (G) =77THENPOKEG+2  2,78:POKEG+22+OF,l: 

G=G+22:GOT067 
7  1  GOT066 

7  2  IFPEEK{G-1)  =32THE(JPOKEG-l,8  1:POKEG-l  +  OF,9 
7  3  IFPEEK (G+1) =32THENPOKEG+l,8  1:POKEG+l+OF,9 
7  4  POKEG-22,32:G=G-22:IFPEEK (G-22 ) =88THEN7  6 


7i    COMPtfTE!  Jcinuafv,1''33 


FIRST  and  FINEST 

In  Systems  Software  for  Atari  and  Apple 


MAC/ 65 

First  we  delivered  Atari's  Assembler'Editor  (the 
cartridge). 

Then  we  produced  our  entianced  "EASI^D." 
Now  OSS  IS  introducing  the  linest  integrated 
assembly  language  development  system  yet! 
In  addition  to  being  ideal  for  writing  smail, 
■  quick     and     dirty"     subroutines     and 
programs. MAC/65  shows  its  lull  power  and 
speed  when  used  with  even  the  most  complex 
of  large  assembly  language  source  files. 
Naturally,  MAC/65  is  upward  compatible  with 
both  EASMD  and  the  Atari  cartridge.  And,  of 
course,  the  object  code  output  is  also  compati- 
ble with  OSA^.  Atari  DOS,  and  or  Apple  DOS. 
as  appropriate, 
MAC/65    S80.D0* 


OS/A+ 

Optimized  Systems  Software  —  the  group  that 
produced  both  the  first  Apple  DOS  and  the  lirst 
Atari  DOS  —  now  brings  you  OS.'A*.  which 
combines  the  finest  features  of  these  and  other 
successful  personal  computer  operating 
systems, 

OS/At  is  the  first  and  finest  operating  system 
available  for  both  Apple  II  and  Atari  computers 
and  features  a  keyboard-driven,  easy-lo-use 
command  processor.  In  addition  to  several 
simple  resident  commands,  0S'A+  allows  logi- 
cal and  readable  requests  for  even  the  most 
sophisticated  utility  commands.  In  fact,  the 
user  can  even  add  system  connmands  as 
desired. 

But  the  real  power  and  flexibility  of  OS.'A*  is 
its  ability  to  easily  interlace  to  devices  and  disk 
drives  of  virtually  any  kind  and  size.  File  com- 
patibility (with  Apple  DOS  or  Atari  DOS,  as  ap- 
propriate), device  independence,  batch  proces- 
sing, easy  of  use  —  OS/A+  truly  brings  the 
linest  in  operating  systems  to  your  computer 
AND  NOW  OS.'A^  (for  standard  Atari  or  Apple 
drives)  is  included  as  a  part  of  every  standard 
OSS  language  package.  Versions  of  OS/Ar  for 
some  higher  capacity  drives  available  at 
extra  cost. 


Unless  otherwise  noted,  all  OSS  products  re- 
quire 48K  and  at  least  one  disk  drive.  We  re- 
commend 64K  for  the  Apple  version  of  OS/At . 


SpeedRead+ 

The  first  and  still  linest  speed  reading  tutor 
designed  for  you  to  use  on  your  computer  is 
availafile  only  from  OSS, 
SpeedRead+  uses  time-proven  techniques  to 
train  you  to  instantly  recognize  words  and 
phrases,  and  yet  it  goes  far  beyond  what  mere 
mechanical  devices  are  capable  of- 
SpeettReadf  exercises  your  peripheral  vision, 
improves  your  eye  movement  and  timing,  and 
generally  works  wilfi  you  at  your  pace,,,  now 
and  in  the  future, 

NOTE:  Ttie  Atari  verslun  ol  SpeedRead+  needs  only 
16K  of  RAM 

SpeBdRead+     S59.95 


C/65 

NOW  AVAILABLE! 
The  lirst  native  mode  C  compiler  ever  produced 
for  Atari  and  Apple  computers, 
C/65  supports  a  very  usable  subset  of  the  ex- 
tremely powerful  and  popular  C  language.  Just 
as  C  is  used  by  the  most  sophisticated  pro- 
grammers from  tfte  professional  and  academic 
communities,  so  shall  C/65  prove  to  be  a  pow- 
erful and  much-needed  tool  for  6502  software 
developers. 

C/65  supports  integer  and  character  types  (and 
arrays),  pointers,  fully  recursive  functions,  and 
much  more. 

NOTE;  C  65  requires  MAC  65  or  an  equivalent  assem- 
blef-  Two  disk  drives  fecommended  hut  not  required, 

C/65  S8D.00' 


tiii> 

e 

As  a  product  of  Tiny  C  Associates,  liny-c  was 
the  first  structured  language  interpreter  for 
microcomputers.  Now  OSS  brings  this  innova- 
tive interpretive  language  to  your  home  com- 
puter. While  not  having  the  speed  and  power  a 
true  C  compiler,  liny-c  is  an  excellent  choice 
for  the  programming  student  who  is  ready  to 
begin  learning  the  valuable  techniques  of 
structured  languages. 

tiny-c  provides  an  easy-to-use.  easy-to- 
modify  environment  that  encourages  ex- 
perimentation while  promoting  proper  pro-, 
gramming  style.  The  liny-c  package  includes 
not  only  a  comprehensive  and  instructional 
user  manual  but  also  complete  source, 
liny-c  S99.95* 


BASIC  A+ 

"From  llie  authors  of  Atari  BASIC..." 
It's  a  fact!  OSS  gave  you  that  lirst  and  most 
popular  language  lor  Atari  Home  Computers, 
But  why  be  content  with  the  first  when  you  can 
have  the  (inesi? 

BASIC  A-  is  the  only  logical  upgrade  available 
to  the  Atari  BASIC  programmer.  While  retaining 
ail  the  features  which  make  Atari  BASIC  so 
easy  to  use,  we've  also  given  BASIC  A-i-  fea- 
tures that  place  it  at  the  forefront  of  modern 
interpretive  languages.  BASIC  A-  will  let  you 
explore  the  worlds  of  structured  programming, 
superior  inputoutput,  helpful  programming 
aids,  and  even  a  very  comprehensive  PRINT 
USING  command-  And.  exclusively  for  the  Atari 
computer,  an  almost  unbetievable  array  of 
PLAYER/MISSILe  GRAPHICS  commands  and 
functions. 
BASIC  Af     S80.00' 


•REMEMBER:  Standard  OS/At  is  included  at  no  extra  charge  with  BASIC  A+,  MAa'65.  C/65.  and  tiny-c. 

ATARI.  APPLE  II.  and  TINY  C  sie  Irademarks  of  Alan.  Inc  ,  Apple  Compuier,  Inc  .  and  Tiny  C  Associales,  respeclivsly  Speedftead  > .  MAC  66,  C  65. 
BASIC  A  ■  and    OS'Ai  are  Irademarks  q(  Optimijed  Systems  Soltwarc.  Inc 


Optimized  Systems  Software,  Inc.,  10379  Lansdale  Ave.,  Cupertino,  CA  95014,  <408)  446-3099 


7  5    GOT07  4 

7  6    FORR=2E.5T0128STEP-.9:POKEVA,R:NEXT:POKEVA, 
3 

7  7    X=INT(RND(1) *18)+1:DY=1:Y=1:DX=1:IFX=>11TH 

ENDX=-DX 

78  IFX=<12THENDX=+DX 

79  IFDX  =  >Ei0THENDX=l 

8  0    GOSUB2Ei:FORR=lTO7  50:POKEC,10  5:GOTO105 

8  5    POKEBD,91:POKE8D,90:DX=+DX:DY=-DY:POKEBD,9 

1 :GOSUB25:POKEBD,32:GOTO105 

9  0  FORR=1TO15:FORW=250TO2  40STEP-1:POKEVA,W:NE 

XT:FORW=240TO250:POKEVA,W:NEXT:POKEVA 
,0:NEXT:P1=P1+1 


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^ 

Getting  ready  to  play  another  game  of  the  VIC-20  version  of 
"Thtinderbini." 

91  FORR=lTO10a:SC=SC+10:POKEVA,24  5:GOSUB25:FO 

RW=1TO10: NEXT; POKEVA,0t NEXT :G0T04 
9  5  IFL>1THENP1=1:FORR=0TO255:POKEC,R:POKEVA,I 

NT(RND(a) * 12 8+ 127) : NEXT: POKEC, 105 : POK 

EVA,0:GOTO55 
.9  6  IFL<3THENL=L+K:POKE7767,147:POKE7789,133:P 

OKE7811,131:POKE7833,143:POKE7855,142 

:POKE7877,132:X=17 
9  7  DX=1 :Y=1:DY=1: POKEC, 47 :F0RR=1T028:READA:P0 

KEVA,A:POKEC,A:FORW=1TO50:NEXTW,R 
9  8  POKEVA,0: RESTORE: POKEC, 10 5 :DX=-DX:DY=+DY:G 

OTO104 

100  IFM<7703THEN104 

101  POKEM,8  5:POKEM+l,88:POKEM+2,73:POKEM+3,32: 
M=M-1:GOTO104 

102  IFM>7718THEN104 

103  POKEM+2,S5:POKEM+3,88:POKEM+4 ,7 3 : POKEM+1 , 3 
2:M=M+1 

104  POKEBO,32:BO=770  3+X+22*y:POKEBO,4  2 

105  X=X+DX: IFX=0ORX=19THENDX=-DX:POKEVA,240 

106  Y=Y+DY:IFY=-1THEN95- 

107  IFY=22THEN90 

108  IFDX=0THENDX=1 

109  POKEVA,0:POKEVD,0:BD=7703+X+22*Y 

110  IFPEEK (BD)=32THEN116 

111  POKEBO,32:IFPEEK(BD)=JTHEN65 

112  IFPEEK (BD)=81THENPOKEVA,2  38:POKEVD,238:SC= 
SC+50:GOTO85 

113  IFPEEK (BD) =65THENSC=SC+200:FORR=128TO255S1 
EP2:POKE3687  5,R:NEXT:POKE36875,0:GOTO 

85 

114  IFPEEK (BD) =8 50RPEEK (BD) =73THENPOKEVA, 140 : S 
C=SC+7  5:GOSUB25:DX=+DX:DY=-DY:GOTO10  5 

115  IFPEEK (BD)=88THENPOKEVA,212:SC=SC+2S:GOSUB 
25:DX=:0:DY=-DY:GOTO10  5 

116  IFPEEK {197)=31THEN100 

117  IFPEEK(197)=23THEN102 

118  GOTO104 


125  DATA  218,218,218,218,160,143,136,149,142,1 
32,133,146,130,137,14  6,132,160,218,21 
8,218 

126  DATA2 18, 2 18, 218, 218, 218, 218, 2 18, 134,137,14 
6,147,148,160,147,129,148,133,14  0,140 
,137 

127  DATAl 48, 13 3, 2 18, 2 18, 2 18, 2 18, 14 7, 13 1,14 3, 14 
6,133,160,160,160,160,160,160,136,137 
,150 

128  DATA160,160',16e,160,160,160 

Program  2:  Atari  Version 


100 
1  lO 
120 


130 
I40 

150 
160 
170 

ISO 

190 

200 

210 
220 

230 
240 
250 

260 
270 

290 
290 

300 

310 

320 


330 
340 

350 


3i0 
370 
380 

390 

400 
410 


REM 

REM 

GRAPH 

6;GOS 

rs  +r 

DIM  A 

L*="« 

CHSET 

THEN 

1  ized 

BRAPH 

REM  T 

DLIST 

EM  lo 

FOR  I 

I  :RE 
IRS  4 
POKE 
REM  t 
POKE 
ar  act 
SETCO 
M  wh  i 
RESTO 
POSIT 

d  i  5p 
REM  P 
DATA 
SCR  =  P 
ate  s 
REM  p 
FOR  I 
READ 
EXT  J 
POSIT 
PO  =  BA 
r  3er 
POKE 
=  2)  :R 
POKE 
ne  re 
POKE 
=  1)  -3 

seJ  e 
ul  ty 
RESTO 
FDR  I 
I:  REM 
FOR  I 
:  READ 
DR+I  + 
REM  b 
DATA 
IF  PE 
REM  t 
POKE 

sere 
ait  f 
DY=1  : 
=  -0.  5 
BX  =  IN 
+  3)  :  R 


ICS  0!BASE=<P 
UB  1560:REM  r 
om  screen 
» (40)  jBALL*  (4 
nt  J  J  CfJ}  "  :  BALL 
=BASE: IF  PEEK 
GOSUB  120O:RE 


ICS  O: 
urn  o-f 
=PEEK ( 
c  at  i  on 
=  3  TO 
M  Chan 
<mul  i 
DLIST- 

Op   t  MO 

756, CH 
er  set 
LOR  0, 
te  and 
RE  240 
ION  0, 
lay* 
at t  ern 

1.  r  i  f  ^  . 
EEK (88 
cr  sen 
ut  br  i 
=SCR+5 
A:  FDR 
:NEXT 
ION  5, 
SE+102 
o , 

704, 28 
EM  Sol 
54279, 
s  . 

53277, 
*  <DIFF 
ct  wi  d 


POKE  75 
f  curso 
560) +25 

o-f  d  i  5 
24: POKE 
ge  mode 
col ar  c 
1 , 6+64: 

1  i  nes 
SET/256 

O,  12:SE 

red 
:REM  dr 
O:?  BAL 
o-f     ball 

of     Mai 
3,14,12 
) +256»P 
memory 
c  M  s  on 
20  TO  S 
J  =  I  TO 
I 

O:?  #6; 
4: PADR= 

+176* (D 
d ,  gree 
BASE/25 

3: POKE 
=2) : REM 
t h  ace  o 


EEK ( 106) -16) »25 
etnove  old  playe 

):POKE  a2,0:BAL 
S  =  4 

<CHSET  +  9) <  >252 
M  I -f  not  initia 

2,  I  :PQKE  559,0: 

r ,  screen 

6»PEEK (561 ) +4: R 

play  list 
DLl ST+1 , 4: NEXT 
zer  D  1 i  nes  to 

harac t  er ) 

POKE  DLIST+2,6: 

GRAPHICS  1 

: REM  t ur  n  on  ch 

TCOLOR  1,3,65RE 

aw  br  i  c  k  area 

L* (1 , BALLS) : REM 

5  (birds)  1  eft 

1  : 

9, 130, 131 

EEK (89) : REM  1 oc 

screen 

CR+800  STEP  40: 

I+39:PDKE  J,A:N 

PO+4a:REM  playe 

IFF=1 ) +80* (DIFF 
n ,  or  viol et 
6:REM  single— li 

53256, 3-2* (DIFF 

Start  P/M  DMA, 

rding  to  dif-fic 


RE  370 

=0  TO  21:PDKE  PADR+ I , O: ME XT 

clear  out  player 
=0  TO  7*(3-DIFF)   STEP  3-DIFF 

A:FOR  J=0  TD  3-DIFF:PDKE  PA 
J,A:NEXT  J:NEXT  I 
i  r d  pattern 
0, 24, 8, 107, 28, 8, O, O 
EK(547)<>6  THEN  A=USR(1536>: 
urn  on  VBLANK  if  necessary 
559,62:G0SUB  750:REM  turn  on 
en   (single-line  res.  P/M),  m 
or  START 

DX=0.5:IF  RND(1)>0.5  THEN  DX 
:REM  Set  up  ball  direction 
T (40«RND (0) > ;BY=INT(7»RND(0) 
EM  select  random  starting  po 


76    COMPUni    January,  W83 


TRS-80  COLOR 


AARDVARK 
OSI         VIC-64         VIC-20         SINCLAIR         TIMEX 


QUEST  -  A  NEW  IDEA  IN  ADVENTURE 
GAMES!  Different  from  all  the  others. 
Quest  is  plaved  on  a  computer  generated 
map  of  Alesia.  Your  job  is  to  gather  men 
and  supplies  by  combat,  bargaining,  explor- 
ation of  ruins  and  temples  and  outright 
banditry.  When  your  force  is  strong  enough, 
you  attack  the  Citadel  of  Moorlock  in  a 
life  or  death  battle  to  the  finish.  Playable 
in  2  to  5  hours,  this  one  is  different  every 
time.  16k  TRS-80,  TRS-80  Color,  and  Sin- 
clair. 13K  VIC-20.  $14.95  each. 


ADVENTURES!!! 

These  Adventures  are  written  in  BASIC,  are 
full  featured,  fast  action,  full  plotted  ad- 
ventures that  take  30-50  hours  to  play.  (Ad- 
ventures are  interactive  fantasies.  It's  like 
reading  a  book  except  that  you  are  the  main 
character  as  you  give  the  computer  com- 
mands like  "Look  in  the  Coffin"  and 
"Light  the  torch."( 

Adventures  require  16k  on  TRS80,  TRS80 
color,  and  Sinclair.  They  require  8k  on  OSI 
and  13k  on  Vic-20.  Derelict  takes  12k  on 
OSI.  $14.95  each. 

ALSO  FROM  AARDVARK  -  This 
TRS-80  Color  and  OSI),  business 


CATERPILLAR 

O.K.,  the  Caterpillar  does  look  a  lot  like  a 
Centipede.  We  have  spiders,  falling  fleas, 
monsters  traipsing  across  the  screen,  poison 
mushrooms,  and  a  lot  of  other  familiar 
stuff.  COLOR  80  requires  16k  and  Joy- 
sticks. This  is  Edson's  best  game  to  date. 
$19.95  for  TRS  SO  COLOR. 

PROGRAIVIIVIERSI 

SEE  YOUR  PROGRAM  IN  THIS  SPACE!! 

Aardvark  traditionally  pays  the  highest  com- 
missions in  the  industry  and  gives  programs 
the  widest  possible  coverage.  Quality  is  the 
keyword.  If  your  program  is  good  and  you 
want  it  presented  by  the  best,  send  it  to 
Aardvark, 

ESCAPE  FROM  MARS 

(by  Rodger  Qlsen) 
This  ADVENTURE  takes  place  on  the  RED 
PLANET.  You'll  have  to  explore  a  Martian 
city  and  deal  with  possibly  hostile  aliens  to 
survive  this  one.  A  good  first  adventure. 

PYRAMID  (by  Rodger  Olsen) 
This  is  our  most  challenging  ADVENTURE. 
It  is  a   treasure  hunt  in  a  pyramid  full  of 
problems.  Exciting  and  tough  I 

HAUNTED  HOUSE  (by  Bob  Anderson) 
It's  a  real  adventure  — with  ghosts  and  ghouls 
and  goblins  and  treasures  and  problems  - 
but  it  is  for  kids.  Designed  for  the  8  to  12 
year  old  population  and  those  who  haven't 
tried  Adventure  before  and  want  to  start 
out  real  easy. 

DERELICT 
(by  Rodger  Olsen  &  Bob  Anderson) 
New  winner  in  the  toughest  adventure  from 
Aardvark  sweepstakes.  This  one  takes  place 
on  an  alien  ship  that  has  been  deserted  for  a 
thousand  years  —  and  is  still  dangerous! 


TUBE  FRENZY 

(by  Dave  Edson) 
This  is  an  almost  indescribably  fast  action 
arcade  game.  It  has  fast  action,  an  all  new 
concept  in  play,  simple  rules,  and  63  levels 
of  difficulty.  All  machine  code,  requires 
Joysticks.  Another  great  game  by  Dave 
Edson.  TRS  80  COLOR  ONLY.  16k  and 
Joysticks  required.  S19.9S. 


CATCH 'EM 

(by  Dave  Edson  | 
One  of  our  simplest,  fastest,  funnest,  all 
machine  code  arcade  games.  Raindrops  and 
an  incredibe  variety  of  other  things  come 
falling  down  on  your  head.  Use  the  Joy- 
sticks to  Catch'em.  It's  a  BALL!  —  and  a 
flying  saucerl  —  and  a  Flying  Yl-  and  so 
on.  TRS  80  COLOR.  $19.95. 

BASIC  THAT  ZOOOMMSI! 
AT  LAST  AN  AFFORDABLE  COMPILER! 

The  compiler  allows  you  to  write  your 
programs  in  easy  BASIC  and  then  auto- 
matically generates  a  machine  code  equiv- 
alent that  runs  50  to  150  times  faster. 
It  does  have  some  limitations.  It  takes  at 
least  8k  of  RAM  to  run  the  compiler  and  it 
does  only  support  a  subset  of  BASIC— 
about  20  commands  including  FOR,  NEXT, 
END.GOSUB.GOTO,  IF,  THEN.  RETURN, 
END,  PRIIMT,  STOP,  USR  (X|,  PEEK, 
POKE,  *,/,+,  -,  >  ,  <  ,=,  VARIABLE 
NAMES  A-Z,  SUBSCRIPTED  VARfABLES, 
and  INTEGER  NUMBERS  FORM  0-64K. 
TINY  COMPILER  is  written  in  BASIC.  It 
generates  native,  relocatable  6502  or  6809 
code.  It  comes  with  a  20-page  manual  and 
can  be  modified  or  augmented  by  the  user. 
S24.95  on  tape  or  disk  for  OSI,  TRS-80 
Color,  or  VIC. 


f /ease  specify  system  on  alt  orders 

is  only  a  partial  list  of  what  we  carry.  We  have  a  lot  of  olhor  games  (particularly  for  the 
programs,  blank  tapes  and  disks  and  hardware.  Send  $1 .00  for  our  complete  catalog. 


^ 


AARDVARK -  80 

2352  S.  Commerce,  Wailed  Lake,  Ml  48088 

(313)669-3110 

Phone  Orders  Accepted  8:00  a.m.  to  4:00  p.m.  EST.  Mon.-Fri. 


9^ 


5i  t  i  on 

420 

REM  psf?ffrBn»r 

430 

IF  STRIG<0)= 

all ow  " thund 

440 

IF  BTICKtOX 

450 

TX=BX+DX: TY= 

460 

IF  TY<1  THEN 

EM  check  -for 

470 

IF  TY>20  THE 

TO  430:REM  c 

480 

IF  TX<0  OR  T 

bounce  off     w 

490 

TPOB=SCR+TX+ 

bst acl es 

500 

IF  PEEK(TPDS 

POKE  SCR+BX+ 

OTO  430 

510 

REM  Rebound 

520 

IF  PEEK (IPOS 

0RE=SC0RE-50 

530 

DY=-ABS (DY) ; 

=  -DX 

540 

FOR  W=14  TO 

, 10, W:NEXT  W 

550 

SCORE=SCDRE+ 

KS+1:REM  bco 

560 

POKE  TPOS,0; 

SCORE) ) /2, 0: 

570 

IF  BL0CKS=32 

-OUT  1 

5SO 

IF  SCDRE<0  T 

590 

GOTO  500 

600 

REM  Hit  bird 

610 

IF  PEEK (5325 

TO  630 

620 

GOTO  660 

630 

FOR  W=14  TO 

0, 10, W: NEXT 

640 

POKE  SCR+BX+ 

Y  +  DY 

650 

POKE  53278,2 

660 

REM  Ball  out 

> 

POKE  SCR+BX+ 

670 

680 

FOR  W=100  TO 

12,8:NEXT  W: 

5:S0UND  O.W 

0,  0,  0 

690 

POKE  53278,2 

700 

BALLS=BALLS- 

O  THEN  GOSUB  SOOsREM 
er  " 

>15     THEN     POKE    77,0 
BY  +  DY:REf1    update    ball 

SOBUB  6O0:GDT0  430:R 

mi  ss 
N  DY=-DY:GaSUB  920:60 
heck  for  breakthrough 
X>39  THEN  DX=-DX:REM 
al  1 
40*TY;REM  check  for     o 

)=0  THEN  POKE  TPaB,S: 
40«BY,0:BX=TX:BY=TY:G 

tiles  (lasered  down) 
)=4  THEN  GOSUB  B90:BC 
: DY=ABS (0Y> :GDTO  560 
IF  RND(0)>0.5  THEN  DX 

O  BTEP  -25S0UND  0,W*5 

(BY-1 1 ) »5:BLaCKS=BL0C 
re  according  to  row 
POSITION  29-LEN(STR«( 
?  "  " ; SCORE;  "  "  ; 
O  THEN  lOOOtREM  BREAK 

HEN  720 


2)  THEN  DY=-DY: Z=l jGO 


O  STEP  -2:S0UND  0,W+1 

M 

40* BY, 0: BX=BX+DX:BY=B 

55: RETURN 
of  bounds  (past  bird 

40*BY, O 

O  STEP  -5: SOUND  0,W, 
FOR  W=W=0  TO  100  STEP 
,12,B:NEXT  W:SOUND  O, 


l:PDSITION  BALLS, O:? 


7IO 
720 
730 
740 
750 

760 


IF   balls: 

REM 


,0: 
IF 


O     THEN 

•UiMiM 

5,0:?     ■' 


400 


GiSmE   OCEbE 


^  ,„„-, 

pRBZRD 

» 

■■  ■   ■  ■   ■■■  1 

■ 

1  , , .  ,JJ1 

"^^^^H 

■  ■■ 

■ 

■■■■1 

X             ^ 

■ 

•■■•1 

T 

■ 

■ 

■■«■■ 

"X 

■ 

■■■■1 

T 

" T 

I 

i 

o 

20,  O 
20,  0 


POSITION 

GOSUB  750JRUN 

IF  PEEK (53279) =6  THEN  POSITION 

?  "C5  SPACES>" : RETURN 

PEeK(20)>20  THEN  POSITION 

"PRESS" 

PEEK(20)>40  THEN  POSITION 
:?  "t^*=1A."  :  PHKF  20,0 
GOTO  750 

XPOS= (PEEK (1664) -48) /4+4:FLIP=0:R 
EM  equate  player  po5.  to  screen  p 
OS  . 

FDR  1=3  TO  12: WHERE=SCR+XPOS+40*I 
P  =  PEEK  (WHERE)  -.POKE  WHERE,  6+FLIP:  F 
LIP=1 -FLIP: REM  zig-zag  line 
SOUND  0,  I  *  10,  O,  15-I-.P0KE  710,PEEK 
(53770):REM  scintillate  color 
NEXT  I 

FOR  1=3  TD  12:POKE  SCR+XP0S+40* I , 
0;NEXT  I : REM  er s^e     lightning 
WHERE=SCR+12*40+XPOS: SOUND  0,0,0, 
0:PDKE  WHERE-i , 4: POKE  WHERE+1,4:P 
OKE  WHERE, 4:REM  lay  down  tiles 
SETCDLOR  2,9,4:RETURN 
REM  sound  effect: 

FOR  W=0  TO  240  STEP  30: SOUND  0,W, 
12, 15-W/ 17; SOUND  1 , W+10, 10, 15-W/l 
7:NEXT  W:SOUND  0 , 0 , 0 , 0 : SOUND  1,0, 
0,  0 

RETURN 

REM  break— through 
IF  DONE  THEN  RETURN 

FOR     1=1     TO     100:PDKE     53274 , PEEK ( 53 
770):SOUND    0 , I , 0 , 1 5-1 / 1 O: NEXT     I 
SOUND    O,  O,  0,  0:  POSITION     4,0:?     "  [33E 

EESncEmnr" :  POSIT  ION  22,0:?   "looo 
point  taaaia" 

FOR  1=1  TO  10:P0SITIDN  22,0:?  "10 
00":FOR  W=l  TD  20:NEXT  W:PDSITION 
22,0:?  "{4  SPACESJ":FDR  W=l  TD  2 
0:NEXT  W:NEXT  I 

POSITION  4,0:?  "  K:IH:1>T^I:1i<:T.:  "  :  PO 
SITION  22,0:?  "{17  SPACES?" 
FOR  1=1  TO  iOsFOR  J=0  TD  15  STEP 
5:S0UND  0 , 50+ 1 O- I , 0 , 1 S- J : NEXT  J:S 
C0RE=SCDRE+100 

POSITION  29-LEN (BTR* (SCORE) ) /2, 0: 
?  "  " ; SCORE; "  "; 
NEXT  i : DONE=l jRETURN 

GOSUB  1100:REM  do  "BLAST" 

FOR  1=1  TO  50:F0R  J=0  TO  3:PDKe 

708+J, PEEK(53770) :NEXT  J:Z=Z«(Z< 

5)  +1 

SOUND  0,  I+-Z,  10,  I/10:S0UND  1,I+Z  + 

lO, JO, I/10:NEXT  I 

SOUND  0, O, O, O: SOUND  1,0,0,0560SU 

B  1560 

GRAPHICS  1S:P0S1TIDN  0,6:?  »6j" 

<Q><PJ{LJC3     PJ     point     (SSSBeitLy 

FOR  W=l  TO  lOO:B0UND  0,PEEK(5377 

0) , 0, 1S-W/10:P0KE  7 1 2 , ( 3-FL I P t 2 > 

»16+FLIP*4+4:FLIP=1-FLIP: NEXT  W 

SC0RE=SC0RE+10000: SOUND  0,0,0,0 

DIFF  =  DIFF  +  1  :  IF  DIFF>2  THEN  DIFF=- 

2 

GOTO  150 

POKE     82,5:P0SITI0N    5,10 

?     "II!!         #{6     SPACES>B|(:4     SPACES?. 


Unleashing  a-  lightning  bolt  in  the  Atari  version  of 
"Tlntnderhird." 


770  IF 


780 
790 
800 


810 
820 

830 

840 

850 

860 


870 
BBO 
B90 


900 
910 
920 
930 

94  0 


950 

960 

970 

980 

990 
lOOO 
1010 
1020 

1030 
1040 
1050 
1060 


1070 
1080 

1O90 
1  lOO 
1110 


1120     ?     " ! {3    SPACESJ !      HCS    SPACE5>a    D 
.{3     SPACES>.<3    SPACESJH" 


78    COMPUni    January,  1983 


Atari'  Games 
On  Your 
VIC-20? 


The  "CARDAPTER/1"  will  allow  Video  Game 
Cartridges  designed  for  use  on  the  Atari  Video 
Computer  System  to  be  played  on  a  standard 

VIC-20® 

SUGGESTED  RETAIL  $89.95 


DEALER  INQUIRIES  INVITED 


United  States: 

England  &  Europe: 

Cardco,  Inc. 

Audiogenic 

3135  Bayberry 

Martin  Manary 

Wichita,  KS  67226 

34-36  Crown  St. 

(316)685-9536 

Reading,  Berkshire  England 

(0734)  595647 

West  Canada: 

LSI  Distributing 

East  Canada: 

Attn:  Mr.  Wong 

Hobby  Craft  Canada 

2091  W.  61  St  Avenue 

24  Ronson  Drive 

Vancouver,  BC.  CA  V6J  1Z2 

Rexdols  Ontario  M9W1 B4 

(604)733-0211 

(416)241-2661 

I  130 
1  140 
1  150 
1  160 

1170 

1180 
1190 
12O0 
1210 

1220 


1230 
1240 


12SO 
1260 
1270 
1280 
1290 
1300 
1310 
1320 
1330 
1340 
1350 
I360 
I370 
1380 
1390 
1400 

1410 


1420 
1430 

1440 


1450 


?  " ) {3  SPACES}!  #t4  SPACES>D 

£3  SPACESXB  .  <7     SPACESJH" 

?  "  !  I  !  !    #t4  SPACES>HJt3  SPACeS>B 

.  ,  .  CA     SPACES>0" 
?  "!f3  SPACES}!  #{4  SPACES  >UUI1UU 
<C5  SPACES},  <;3  SPACES>n" 
?  •■  !  C3  SPACES}!  #44  SPACES>ffl 

PACES>B  . f^  SPACES}. 

PACESJB" 

!J!    ####  IB{3  SPACES}|i   ... 

PACES}B" 
82. OsRETURN 


{3 
<3 
? 

{4  S 

POKE 

END 

REM 

POKE 

tCLE 

S  DU 

POST 

POSI 

ITIO 

REST 

FOR 

0,A, 

T  I 

fl  =  US 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

REM 

PDSI 

D" 

FOR 

EK  (5 

E  71 

REST 

READ 

O:  SO 

FOR 

,  8:  S 

POKE 

60T0 


8B,0:P0KE  89 , BASE /256 : ?  " 
AR} " :6RAPHICS  2+16:ReM  CLEAR 
T  P/M  AND  CHARACTER  MEMORY 

TioN  5,0:?  #6;  "OHmEmagaa?:": 

TION  6,4:7  #6 ; " pat i ence " : POS 

N  5,8:?  #6; "READING  ML" 

ORE  1260 

1=1536  TO  I6II5READ  AjSOUND 

10,8:P0KE  7i2,A:P0KE  I,A:NEX 


R  (  15 
104 
6,  1 
6,  1 
23, 
173 
173 
128 
125 
6,  2 
6,  2 
200 
144 
6,7 


36)  I 

,  173 
73,  3 
69,  6 
32,  9 
,  128 
,  124 
.6, 
,2,2 
38,  1 
01  .  1 
,  141 
,5,  1 
6,73 


60T0 
,34,2 
5.2,  1 
,  162, 
2,  228 
.6,  14 
,2,20 
06,  12 
08,  6, 
28,6, 
.  176. 
,  128, 
69.32 
,6 


1400 

,  141  . 74 

41  ,  75 

6,  160 

.96.24 

1,0, 

a„6, 

8,6, 173 
2  38, 128 
173, 128 
5,  169 
6, 201 ,250 
, 141 , 128 


?08 
206 


TION    3,8:?    #6;"[15EEBCE 


Miaa 


1=128  TO  510:P0KE  CHSET+I,PE 
7344+1 ) rSOUND  O , I /2 , 12 , S: POK 
2, I/2:NEXT  I 
ORE  1460 

AiIF  A=-i  THEN  SOUND  0,0,0. 
UND  1 , 0,0, 0:RETURN 
J=0  TO  7:READ  B:SOUND  0,B,10 
OUND  1 , B+IO, 10, S:POKE  712, B; 

CHSET+A*S+J,B:NEXT  J 

1430 


1460  DATA  1,0,252,168,84,252,168,252, 

0 
1470  DATA  2.0,168,168,252,252,168,168 

,0 
1480  DATA  3,0,216,120,184,228,180,212 

,0 
1490  DATA  4,0,0,0,219,150,0,0,0 
1500  DATA  5,0,0,0,16,32,0,0,0 
1510  DATA  6,192,192,48,48,12,12,3,3 
1520  DATA  7,3,3,12,12,48,48,192,192 
1530  DATA  10,24,40,24,153,126,255,20, 

34 
1540  DATA  14,0,126,126,126,126,126,12 

6,  O 
1550  DATA  -1 

1560  REM  KILL  P/M  GRAPHICS 
1570  POKE  53277, 0:FDR  I=0  TO  3;P0KE  5 

3261+1,0: NEXT  I 
1500  RETURN 


Program  3: 

TRS-80  Color  Computer  Version 


Making  a  "wing  shot"  in  the  TRS-80  Color  Computer  version 
of  "Thiinderbird." 


lOO 
1  lO 
120 
125 

130 
140 
150 
160 

165 
170 
180 
190 
200 

210 
220 
230 
240 
245 
299 
300 
310 
320 
325 

330 

340 
350 
360 

499 
500 
515 

520 
530 

540 
550 
600 

610 
620 

625 
630 
635 
640 


i-CHR*  i  154> 
-CHR* ( 158) 
HCHR* ( 158) 


'   Qnniiaaniiins 

CLS    0 

BL*  =  CHR* ( 128) +CHR« ( 128) +CHR*  i 128) 

+  CHR*  <128) 

PRINT    310, "THUNDERBIRD"; 

H1*  =  CHR«  < 128) +CHR* (157) +C 

H2«=CHR* (128) +CHR* ( 149) +t 

BD«  =  CHR«  (156) +CHR*  < 157) +t 

+CHR* (156) 

BALLS=4 

'    nsnz  gtiTwi  on  nrrKrir-tH 

FOR  1=2  TO  7 

PRINT  S<  1+7)  1:32,  ""; 

FOR  J=l  TO  32:PRINTCHR* ( 143+1*16) 

; : NEXT 

NEXT 

'    ECEiMlIIMSl  tiH!r=T?  LiJ;if><;Ui«=<a 

BY  =  RND  <10)+6:BX  =  RND(32)-1 

DY=1 : DX=-1 : IF  RND(0)>.5 

PRINTa23, "BALLS: "; BALLS; 

'  isT;v<;  Lsns 

X=INT ( JOYSTK  <0)  /2) 
IF  X>2S  THEN  X=2S 
IF  X=DLDX  THEN  360 


THEN  DX=1 


PRINT30LDX+32, BL«; ; PRINT 

BL«; 

IF  X<DLDX  THEN  PRINT3X+3 

BE  PRINT  aX+32,H2«; 

PRINT3X  +  64,BD*!; 

OLDX=X 

IF  PEEK <65280) =126  OR  PE 

=254  THEN  GOSUB  4000 

TX=BX+DX:TY=BY+DY 

IF  TY=31  THEN  DY=-DY:GOT 

IF  TY>5  THEN  600 

IF  TX<X«2  OR  TX>Xt2+LEN< 

EN  lOOO 

DY=-DY:IF  RND<0)>.5  THEN 


30LDX+64, 
2, HI*;  EL 

EK (65280) 

0700 

BD*) *2  TH 

DX=-DX 
=-DX :GOTQ 


GOTO  700 

IF  TX<0  OR  TX>63  THEN  DX= 

700 
P=POINT(TX,TY) 

IF  P=0  THEN  RESET(BX,BY) : SET (TX, T 
Y,0)  :BX  =  TXi  BY  =  TY : G0T0300 
IFP=1  THEN  P=-5 

SC0RE  =  SC0RE  +  P«5:  PRINTStO,  SCORE; 
IF  SCORE<0  THEN  1030 

PR  I  NTS)  I  NT  (TX/2)+INT  (TY/2)  *  32,  CHR* 
< 128) : 


80    COMPUIH    JaniKiiy,1983 


FOR  ALL  YOUR  SOFTWARE  NEEDS 
AT  THE  LOWEST  PRICES 

We  have  one  of  the  largest  selections  of  software  available  for  your  home  computer  at  the  lowest  prices.  You  will 
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5133  Vista  Del  Ore  Way   Fair  Oaks,  CA  95628 


IF  TY=28  THEN  GOSUB  2000 

IF  P=-5  THEN  DY=ABS (DY) ; GDT0700 

DY=-ABS (DY) 

HIT=HIT+1:IF  HIT=192  THEN  3000 

SOUND  240, J 

GOTO  300 

FDRI  =  1T010: SOUND  1 ,  1 : SOUND255,  i : N 

EXT 

RESET (BX, BY) 

BALLS=BALLS-1 : IF  BALLS>0  THEN  23 

0 

F0Rr=25ST01STEP-15: SOUND I , 1 : NEXT 

CLS5 

PRINT3267, "GAME  OVER"; 

PRINT30, SCORE; 

IF  PEEK<652S0)  0126  AND  PEEK(652 

80)0254  THEN  1060 

RUN 


641 
645 
650 
660 
700 
710 
1000 

lOlO 
1020 

1030 
1040 
1050 
1055 
1060 

1070 
199<? 


2000  IF  FIRST=1  THEN  RETURN 

2010  FIRST=1 

2015  PR1NT36, " lOOO  POINT  BONUS"; 

2020  FOR  J=l  TO  lO  STEP  2 

2025  T=1-T:IF  T  THEN  PRI  NTS)6,  "  1  000"  ; 

ELSE  PRINT36,BL*; 

203O  FOR  I=200+J  TO  210+J 

2040  SOUND  1,1 

2050  NEXTiNEXT 

2060  PRINT36,BL«; " THUNDERB IRD" ; BL* ; 


Atari  Notes: 

Thunderbird 

Charles  Bronnon.  Editoriol  Asststont 

Thunderbird  for  Atari  requires  a  joystick  and 
16K  of  memory.  You  move  the  bird  left  and  right 
with  your  joystick,  using  it  to  bounce  a  ball  into  a 
wall  of  bricks.  As  in  Breakout,  the  object  of  the 
game  is  to  clear  out  all  the  bricks,  without  letting 
the  ball  escape  past  you.  A  1,000  point  bonus  is 
awarded  when  you  break  out  the  bottom  of  the 
wall  {a  "breakthrough");  and  if  you're  really  good, 
you  get  10,000  points  for  clearing  out  all  the  bricks 
(no  mean  feat!). 

Shades  Of  Zeus 

But  the  Thunderbird  is  no  mere  Breakout  paddle! 
It  can  unleash  the  most  awesome  power  of  nature 
-  lightning  -  at  the  touch  of  a  button  (the  fire  but- 
ton). Thunderbird  will  "beam  down"  several 
luminous  "tiles"  that  serve  to  deflect  the  ball 
downwards  when  hit.  You  can  lay  down  tiles  like 
a  cap  over  a  hole  the  ball  has  created,  to  force  it  to 
widen  the  hole.  Every  time  the  ball  hits  a  tile,  it 
swoops  downward,  but  25  points  are  subtracted 
from  your  score.  That  should  discourage  overuse 
of  this  miraculous  feature. 

Vertical  Blank  And  IRG  4 

Here's  a  bit  of  information  about  the  pro- 
gramming. The  playing  field  is  a  mixed-mode 
display  consisting  of  two  rows  of  GRAPHICS  1 

82    COMPUIE!    January.  1983 


2070 

SC0RE=SC0RE+1000 

2080 

PRINT30, SCORE; :PRINTa23, "BALLS: ' 

; BALLS; 

2090 

RETURN 

2999 

'  r:iki  Is};)i4ij;^  li^4i 

3000 

FOR  1=1  T050 

3010 

CLS  RND<8)-1 

3020 

PRINT3263, " lo, OOO  POINT  BONUS'"; 

3030 

NEXT:CLS  0 

3040 

SC0RE=SCDRE+lO0O0 

3050 

DIF=DIF+1 

3060 

IF  DIF=3  THEN  DIF=2 

3070 

ON  DIF  60TD  3100,3200 

3100 

Hl«="  " 

31  JO 

H2*=H1« 

3120 

ED*=CHR* (169) +CHR«(166) 

3130 

GOTO  ISO 

3200 

H1«="":H2*="" 

3210 
4000 

BD*  =  CHR*  <243)  ; GDTOISO 

liij;L'J.-|H^T:  ItTtmr 

4010 

FORI=3TD7 

4020 

PRINT3X+1+I»32,CHR« (233> ; 

4050 

NEXT 

4060 

S0UND245, 10 

4070 

F0RI=3T07 

4080 

PRINT3X  +  1  +  I»32,CHR*  <128)  ; 

4090 

NEXT 

4100 

PRINT3X+I«32,CHR» ( 131 ) ; CHR* (131) 

;CHR»(131) ; 

4110 

RETURN 

text,  and  21  rows  of  a  multicolored  character  mode, 
IRG  4.  This  lets  us  have  multicolored  bricks. 

Player/missile  graphics  are  used  to  represent 
the  bird,  which  can  be  any  of  three  sizes,  de- 
pending on  the  skill  level.  The  bird  is  moved  left 
and  right  by  a  small  machine  language  routine 
that  is  executed  every  1/60  second  during  the  TV's 
vertical  blank  (when  the  electron  beam  is  traveling 
from  the  lower  right-hand  corner  to  the  upper 
left-hand  corner  of  the  screen). 

IRG  mode  4,  the  multicolor  mode,  is  quite 
interesting.  A  single  character  can  be  any  of  three 
colors.  To  design  these  colored  characters,  divide 
the  character  horizontally  into  four  two-bit  zones. 
Each  two-bit  block  controls  one  pixel  of  color  with- 
in the  character  (a  multicolor  character's  resolution 
is  4x8).  No  color  would  be  00,  color  one  is  01,  two 
10,  and  three  11  (simple  two-bit  binary).  For  ex- 
ample, one  of  the  bricks  consists  of  several  colored 
bands: 

1110 
2220 
3330 
1110 
2220 
3330 
1110 
0000 

The  numbers  correspond  to  a  "COLOR"  state- 
ment. One  side  and  the  bottom  row  are  left  blank, 
so  the  blocks  won't  touch.  The  pattern,  when 


expanded  into  binary,  would  look  like: 

01010100 
10101000 
11111100 
01010100 
10101000 
11111100 
01010100 
00000000 

Such  a  "custom  character"  would  look  strange 
on  a  normal  screen  (although  you  would  see  some 
semblance  of  multicolors,  due  to  artifacting).  But 
when  displayed  on  either  an  IRG  4  or  IRG  5  mode 
screen,  each  character  is  like  a  tiny  4x8  block  of" 
GRAPHICS  7  pixels.  Also,  any  character  printed 
in  inverse  (with  the  Atari  logo  key)  will  look  dif- 
ferent. The  COLOR  3  pixels  in  such  a  character 
will  be  displayed  as  COLOR  4  (normally  available 
only  in  GRAPHICS  1  or  2). 

To  create  an  IRG  4  screen,  you  must  replace 
the  bytes  for  GRAPHICS  0  by  modifying  the  dis- 
play list.  Luckily,  the  resolution  of  IRG  4  is  identi- 
cal to  GRAPHICS  0,  40x24. 

DL  =  PEEK(560)  +  256*PEEK(561)  +  4 

POKEDL-1,4  +  64 

FOR  1=2  TO  24:POKE  DL  +  I,4:NEXT  I 

See  lines  160-180  of  Thunderbird.  You  can 
also  try  out  IRG  5,  which  displays  these  characters 
in  double-height  (40x12).  © 


32k  RAM 

FOR 

ATARI  4001800 


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low  a  price.  Our  Ram  board  features: 

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In  Fla.:  813-577-2794 


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jonuQP/.wea  coMPuni  as 


HOME  ENERGY 
CALCULATOR 


Davfd  Swaim.  Atlanta 


You  (and  your  computer)  could  becotne  preth/  popular 
when  xvordgels  out  that  you  can  analyze  the  benefits  of 
home  improvements  on  fuel  hills.  This  program  is  in 
Microsoft  (Apple,  PET,  OSI,  etc.)  and  Atari  BASIC. 


Lately  there  has  been  a  great  deal  of  interest  in 
saving  energy  in  the  home.  Nobody  needs  to  be 
reminded  that  fuel  costs  are  rising.  We  all  want  to 
reduce  our  energy  bills.  The  way  to  do  this  is 
simple:  reduce  household  energy  consumption. 
There  are  a  number  of  ways  this  can  be  done. 

The  cheapest  way  is  to  change  habits.  An 
example  would  be  setting  the  thermostat  back  to 
a  lower  temperature  and  wearing  heavier  clothes. 
If  you're  not  too  keen  on  that,  the  next  alternative 
is  to  improve  the  ability  of  the  house  to  protect 
you  from  the  elements.  Insulation  could  be  added 
to  the  walls,  floors,  attic,  and  heat  ducts.  Weather- 
stripping  could  be  applied  to  windows  and  doors. 
Storm  windows  and  doors  could  be  added. 

Improvements  such  as  these  reduce  the 
amount  of  heat  that  the  house  will  lose  to  the 
outside.  But  which  of  the  above  items  would  save 
us  the  most  money?  Which  one  would  cost  the 
least  to  implement?  Or,  better  yet,  which  will 
give  the  greatest  savings  for  the  least  amount  of 
cost?  It's  this  last  question  we  really  want  to 
answer. 

The  best  measure  of  the  cost  effectiveness  of 
an  energy  saving  improvement  is  the  payback 
period.  That  is  simply  the  amount  of  time  (in 
years)  it  takes  for  the  savings  in  energy  costs  to 
add  up  to  the  total  cost  of  installing  the  improve- 
ment. Obviously,  the  item  with  the  shortest 
payback  period  is  the  best  candidate  for  im- 
plementation. To  determine  the  payback  period, 
we  must  know  two  things:  how  much  it  will  cost 
to  make  the  improvement,  and  how  much  it  will 
save  us  on  utility  bills  for  a  year  (a  heating  season). 
Obtaining  the  improvement  cost  requires  con- 
sulting a  contractor  or,  if  we  plan  to  do  it  ourselves, 
a  building  supply  store. 

Predicting  Effectiveness 

Finding  out  how  much  the  improvement  will 

84    COMPVni     Jaruatv.1963 


save  us  in  heating  costs  over  a  season  is  not  quite 
as  easy  to  determine.  One  way  would  be  to  keep 
records  of  our  heating  bills  for  one  season,  make 
the  improvement,  and  then  keep  records  of  our 
heating  bills  for  the  next  heating  season.  There 
are  two  drawbacks  to  this  method. 

First,  the  severity  of  the  weather  will  vary 
from  one  year  to  the  next.  If  the  first  year  is  severe 
and  the  second  is  mild,  our  heating  bills  would  be 
less  even  if  we  made  no  improvements.  This 
problem  can  be  corrected  by  adjusting  the  heating 
costs  using  weather  data  for  the  two  years. 

The  second  and  biggest  drawback  to  this 
method  is  that  you  can't  find  out  if  an  improve- 
ment is  cost  effective  until  after  you  have  installed 
it.  If  it  turns  out  not  to  be  cost  effective,  it  is  too 
late  to  decide  not  to  implement  it! 

What  we  need  is  a  way  of  predicting  savings. 
If  we  know  the  weather  and  the  heat  loss  charac- 
teristics of  the  house,  we  can  estimate  the  heating 
cost.  By  calculating  the  heating  costs  based  on 
heat  loss  characteristics  of  the  house  both  before 
and  after  the  improvements,  we  can  obtain  the 
estimated  savings  due  to  the  improvements.  This 
is  what  the  program  here  does. 

To  gather  the  data  needed  by  the  program, 
you  will  need  to  make  some  measurements  and 
observe  insulation  levels  in  your  house.  The  first 
thing  the  program  calculates  is  the  heat  loss  of  the 
house.  Heat  loss  of  a  house  depends  on  three 
things:  the  thermal  resistance,  known  as  the  R- 
value,  of  the  structure;  the  total  area  of  the  struc- 
ture exposed  to  the  elements;  and  the  temperature 
difference  between  the  inside  and  outside  of  the 
house.  So  we  simply  need  the  area,  R-value,  and 
the  difference  in  temperature. 

The  only  problem  is  that  different  parts  of 
the  house  have  different  R-values.  Windows  will 
have  a  lower  R-value  than  walls,  for  example.  In 
general,  you  can  divide  the  external  area  of  the 
house  into  five  categories:  windows,  doors,  walls, 
ceiling,  and  floor.  The  program  requests  informa- 
tion on  each  of  these  five  categories  in  turn. 

For  windows  it  requests  height,  width, 
number  of  windows  (it  calculates  total  window 


Now  the  VIC  20  and  64  can 
communicate  with  PET  peripherals 


VIC  and  64  users 

Would  you  like  to  be  able  to  access  any  of  these 
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INTERPOD  costs  ^180 


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Search  with  optional  replace 
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User  definable  dictionary  with  facilities  to 
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Spelling  checker  verifies  largest 
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Editing  of  unrecognized  words  in 
document  includes  optiong  to  accept, 
ignore,  change  or  add  to  user  dictionary. 


'Superscript'  transforms  your 
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wA  Professbnal's  Word  Processor 

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Telephone  01-330  7166 


For  further  information  concerning  thiese  outstanding  software  products  contact  your  local  SUPERSCRIPT 
distributor  as  sfiown. 


Alabama 

To  Be  Announced 

Alaska 

B.  G.  Systems 

Anchorage 

907  276  2986 

Arizona 

Gerald  Hasty  &  Co. 

Las  Vegas 

Nevada 

702  737  5670 

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To  Be  Announced 

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To  Be  Announced 

Caiifornia  (South) 

P.  E.  C. 

Anatieim 

714  778  3007 

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To  Be  Announced 

Connecticut 

Multi  Business  Computer  Systems 

Portland 

203  342  2747 

Delaware 

Professional  Micro  Services 

Baltimore 

Maryland 

301  325  5725 

Florida 

To  Be  Announced 

Georgia 

U.  A.  G. 

Athens 

404  353  8090 

Hawaii 

To  Be  Announced 

Idaho 

To  Be  Announced 

lillnois 

Cambridge  Business  Systems 

Chicago 

312  525  3900 

Indiana 

Srepco 

Dayton 

Ohio 

513  224  0871 

Iowa 

To  Be  Announced 

Kansas 

To  Be  Announced 

Kentucky 

Srepco 

Dayton 

Ohio 

513  224  0871 

Louisiana 

To  Be  Announced 

Maine 

Best  Business  Equipment 

Worcester 

Massachusetts 

617  755  1077 

Maryland 

Professional  Micro  Services 

Baltimore 

301  325  5725 


Massachusetts 

Best  Business  Equipment 

Worcester 

617  755  1077 

Michigan 

Newman  Audio  Video 

Grand  Rapids 

616  243  3300 

Minnesota 

To  Be  Announced 

Mississippi 

To  Be  Announced 

Missouri 

To  Be  Announced 

Montana 

To  Be  Announced 

Nebraska 

To  Be  Announced 

Nevada 

Gerald  Hasty  &  Co. 

Las  Vegas 

702  737  5670 

New  Hampshire 

Best  Business  Equipment 

Worcester 

Massachusetts 

617  765  1077 

New  Jersey 

Geneva  Technology 

Cranford 

201  276  1144 

New  Mexico 

To  Be  Announced 

New  York  State  {North  &  West) 

Upstate  Computer  Shop 

Whitesboro{Nr.  Uttica) 

315  768  8151 

New  York  State  (South) 

Computer  Emporium 

Middletown 

914  343  4880 

New  York  State  (Long  Island) 

Centerbrook  Software 

Livingston  Manor 

914  439  3591 

New  York  City 

Geneva  Technology 

Cranford 

New  Jersey 

201  276  1144 

North  Carolina 

To  Be  Announced 

North  Dakota 

To  Be  Announced 

Ohio 

Srepco 

Dayton 

513  224  0871 

Oklahoma 

To  Be  Announced 

Oregon 

The  Computer  Place 

Klamath  Falls 

503  882  9603 

Pennsylvania  (East) 

Mainline  Computer  Center 

Wayne 

215  687  8500 


Pennsylvania  (West) 

Srepco 

Dayton 

Ohio 

513  224  0671 

Rhode  Island 

Multi  Business  Computer  Sysiems 

Portland 

Connecticut 

203  342  2747 

South  Carolina 

To  Be  Announced 

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To  Be  Announced 

Tennessee 

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To  Be  Announced 

Utah 

Gerald  Hasty  &  Co. 

Las  Vegas 

Nevada 

702  737  5670 

Vermont 

Best  Business  Equipment 

Worcester 

Massachusetts 

617  755  1077 

Virginia 

Professional  Micro  Services 

Baltimore 

Maryland 

301  325  5725 

Washington  State 

Computer  Sales  &  Service 

Moses  Lake 

509  765  9751 

Washington  D.C. 

Professional  Micro  Services 

Baltimore 

Maryland 

301  325.5725 

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Professional  Micro  Services 

Baltimore 

Maryland 

301  325  5725 

Wisconsin 

Combridge  Business  Systems 

Chicago 

illinois 

312  525  3900 

Wyoming 

To  Be  Announced 

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Canadian  Micro  Dlslributors 

Milton 

Ontario 

416  878  7277 


If  a  SU  PERSCRIPT  distributor  is  not  shown  for  your  area,  contact  your  nearest 
Commodore  dealer  for  more  information.  If  he  does  not  stock  SUPERSCRIPT 
or  SUPERSPELL,  write  to  Precision  Software  in  England  at  the  address  shown 
opposite  and  we  will  send  you  the  full  distribution  list. 


Precision 
Software 


area  from  these  items),  and  type  of  frame  and 
number  of  layers  of  glass.  The  number  of  types 
and/or  sizes  of  windows  is  requested  first.  Most 
houses  will  have  several  sizes  of  windows,  and 
there  may  be  storm  windows  on  some  and  not  on 
others.  The  program  allows  for  up  to  ten  different 
types  and/or  sizes  of  windows.  If  you  need  more, 
change  the  dimension  of  S  in  statement  180. 

Only  one  size  and  type  of  door  is  allowed.  If 
you  have  sliding  glass  doors,  you  should  consider 
them  another  type  of  window.  You  need  to  get 
the  height,  width,  and  number  of  doors.  Re- 
member: these  are  exterior  doors  only. 

Information  needed  for  the  walls  consists  of 
type  of  construction  and  R-value  of  the  insulation 
in  the  wall.  If  you  enter  a  negative  number  for  the 
R-value  of  the  wall  insulation,  the  program  will 
give  you  a  list  of  typical  R-values  for  wall  insula- 
tion. To  get  the  area  of  the  wall,  the  program  asks 
for  the  ceihng  height,  total  perimeter  of  the  house, 
and  the  number  of  stories  in  the  house.  The  pro- 
gram will  calculate  the  gross  wall  area  from  this 
data  and  subtract  the  total  window  and  door  area 
to  obtain  the  proper  wall  area. 

One  Hand  Calculation 

The  only  time  you  have  to  calculate  area  yourself 
is  for  ceiling  and  floor.  For  the  ceiling,  you  wiil  be 
asked  for  the  number  of  inches  of  insulation  in 
the  attic  and  the  type  of  insulating  material.  For 
the  floor,  the  type  of  foundation  is  requested. 

In  addition  to  the  heat  losses  mentioned  so 
far,  there  are  two  others.  The  first  of  these  is 
infiltration  of  outside  air  through  cracks  in  win- 
dows and  doors.  The  program  asks  if  the  windows 
and  doors  are  weather-stripped.  It  uses  this  infor- 
mation and  the  total  length  of  the  cracks  around 
windows  and  doors  to  calculate  infiltration.  The 
other  heat  loss  is  in  the  heat  ducts  from  the  furnace 
to  the  heat  registers.  The  program  asks  if  your 
heat  ducts  are  insulated  and  where  they  are  lo- 
cated. This  concludes  the  input  needed  for  cal- 
culating the  total  heat  loss  of  the  house.  At  this 
point  the  heat  losses  are  displayed,  and  you  are 
asked  if  you  wish  to  make  improvements  to  the 
house. 

If  the  answer  is  "Y",  you  will  be  asked  if  you 
wish  to  improve  each  item.  You  can  make  im- 
provements to  one  item  or  to  any  number  of 
items.  As  you  probably  noticed,  the  first  question 
you  are  asked  is  what  the  outside  design  temper- 
ature is.  The  outside  design  temperature  for  my 
area  (Atlanta,  Georgia)  is  23  degrees.  The  outside 
design  temperatures  for  other  areas  are  tabulated 
in  Table  1.  For  a  more  complete  list,  consult  one 
of  the  references  listed  at'  the  end  of  this  article. 

Actually,  you  do  not  need  to  put  any  specific 
temperature  in  here  as  long  as  it  is  less  than  75 
degrees,  the  inside  design  temperature  used  by 

88    COMPUTE!    Januotv.W83 


the  program.  The  program  will  still  give  you  valid 
results  for  savings  and  payback.  However,  using 
the  correct  outside  design  temperature  gives  you 
the  advantage  of  seeing  what  the  furnace  size 
would  be  for  your  house  with  and  without  the 
improvements.  In  fact,  heating  engineers  use  the 
same  basic  method  as  this  program  does  to  size 
furnaces  for  houses. 

When  the  program  finishes  calculating  the 
heat  loss  of  the  house  after  improvements,  it  is 
ready  to  do  the  cost  analysis.  First  you  are  asked 
for  the  type  of  heating  fuel  you  use:  electricity, 


Table  i:  Winter  Design  Temperatures 

CITY 

TEMPERATURE 

MONTGOMERY  AL 

26 

JUNEAU  AK 

-4 

PHOENIX  A2 

34 

LITTLE  ROCK  AR 

23 

SACRAMENTO  CA 

32 

DENVER CO 

3 

HARTFORD  CONN 

5 

DOVER  DEL 

15 

TALLAHASSEE  FL 

29 

ATLANTA  GA 

23 

HONOLULU  HI 

62 

BOISE  ID 

10 

SPRINGFIELD  IL 

4 

INDIANAPOLIS  IN 

4 

DES  MOINES  lA 

-3 

TOPEKA  KS 

6 

LEXINGTON  KY 

10 

BATON  ROUGE  LA 

30 

AUGUSTA  ME 

-3 

BALTIMORE  MD 

20 

BOSTON  MA 

10 

LANSING  MI 

6 

ST.  PAUL  MN 

-10 

JACKSON  MS 

24 

JEFFERSON  CITY  MO 

6 

HELENA  MT 

t13 

LINCOLN  NE 

0 

CARSON  CITY  NV 

7 

CONCORD  NH 

-7 

TRENTON  NJ 

16 

SANTA  FE  NM 

11 

ALBANY  NY 

5 

RALEIGH  NC 

20 

BISMARCK  ND 

-19 

COLUMBUS  OH 

7 

OKLAHOMA  CITY  OK 

15 

SALEM  OR 

25 

HARRISBURG  PA 

13 

PROVIDENCE  RI 

10 

COLUMBIA  SC 

23 

PIERRE  SD 

-9 

NASHVILLE  TN 

16 

AUSTIN  TX 

29 

SALT  LAKE  CITY  UT 

9 

BURLINGTON  VT 

-7 

RICHMOND  VA 

18 

OLYMPIAWA 

25 

CHARLESTON  WV 

14 

MADISON  WS 

-S 

CHEYENNE  WY 

-2 

1983  -  T^ke  Control 

A  FINANCIAL  WIZARD  1.5 


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•  Tabulations-detailed  expense  vs.  budget 
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•  Bar  Graphs -screen  displays  in  graph  form 
expenses  vs.  budget-by  month  or  category- 
printing  with  graphic  capable  printers 


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fuel  oil,  or  natural  gas.  Next  you  must  input  the 
cost  per  fuel  unit  of  the  heating  fuel. 

Note  that  this  unit  cost  is  in  dollars,  so  if 
natural  gas  in  your  area  is  35  cents  per  therm,  you 
should  input  .35  dollars  per  therm. 

Using  this  data  and  the  heating  degree  days, 
the  program  calculates  the  total  energy  needed  to 
heat  the  house  for  the  entire  heating  season.  The 
degree  days  and  name  of  the  city  are  on  line  7010. 
You  should  change  this  line  to  reflect  your  own 
location.  Some  sample  degree  days  for  different 
cities  are  listed  in  Table  2,  and  a  more  complete 

Table  2:  Yearly  Heating  Degree  Days 


CITY 

DEGREE DAYS 

MONTGOMERY  AL 

2291 

JUNEAU  AK 

9075 

PHOENIX  AZ 

1765 

LITTLE  ROGK  AR 

3219 

SACRAMENTOCA 

2419 

DENVER CO 

5524 

HARTFORD  CONN 

6235 

WILMINGTON  DEL 

4930 

TALLAHASSEE  FL 

1485 

ATLANTA  G  A 

2961 

HONOLULU  HI 

0 

BOISE  ID 

5809 

SPRINGFIELD  IL 

5429 

INDIANAPOLIS  IN 

5699 

DES  MOINES  lA 

6588 

TOPEKAKS 

5182 

LEXINGTON  KY 

4683 

BATON ROUGE  LA 

1560 

PORTLAND  ME 

7511 

BALTIMORE  MD 

4111 

BOSTON  MA 

5634 

LANSING  MI 

6909 

MINNEAPOLIS  MN 

8382 

JACKSON  MS 

2239 

ST.  LOUIS  MO 

4484 

HELENA  MT 

8129 

LINCOLN  NE 

5864 

RENO  NV 

6332 

CONCORD  NH 

7383 

TRENTON  NJ 

4980 

ALBUQUERQUE  NM 

4348 

ALBANY NY 

6201 

RALEIGH  NC 

3393 

BISMARCK  ND 

8851 

COLUA-IBUSOH 

5211 

OKLAHOMA  CITY  OK 

3725 

SALEM  OR 

4754 

HARRISBURGPA 

5251 

PROVIDENCE  RI 

5954 

COLUMBIA  SG 

2484 

RAPID  CITY  SD 

7345 

NASHVILLE  TN 

3578 

AUSTIN  TX 

1711 

SALTLAKECITYUT 

6052 

BURLINGTON  VT 

8269 

RICHMOND  V  A 

3865 

OLYMPIAWA 

5236 

CHARLESTON  WV 

4476 

MADISON  WS 

7863 

CHEYENNE  WY 

7381 

list  can  be  found  in  any  of  the  references.  The  last 
thing  you  must  input  is  the  total  cost  of  the  im- 
provements you  made.  From  this  data  the  pro- 
gram calculates  the  payback  period  in  years. 
I  got  pretty  popular  in  my  neighborhood 
when  word  got  out  that  my  home  computer 
could  calculate  how  cost  effective  it  would  be  to 
add  insulation.  I  have  also  learned  a  great  deal 
about  my  own  home  from  running  this  program. 
Much  of  what  I  concluded  was  what  I  expected, 
but  some  conclusions  surprised  me.  The  program 
can  definitely  help  home  owners  in  assessing 
home  energy  improvements;  it  can  also  enable  a 
home  owner  to  spot  dishonest  "energy-saving" 
schemes  pretty  quickly. 

References 

1.  ASHRAE  Handbook  1981  Fundamentals.  Atlanta, 
Georgia:  American  Society  of  Heating,  Refrigerating 
and  Air-conditioning  Engineers,  Incorporated,  1981. 

2.  Other  Homes  and  Garbn;^e,  Jim  Leckie,  Gi)  Masters, 
Harry  Whitehouse,  and  Lilly  Young.  San  Francisco, 
California:  Sierra  Club  Books,  1975. 

3.  Refrigeration. and  Air-Conditjoning,  Air-Conditioning 
and  Refrigeration  Institute.  Englewood  Cliffs,  New 
Jersey:  Prentice-Hall,  1979. 

Program  i:  Microsoft  BASIC 

100  PRINT" {CLEAR} {02  DOWN}   HOME  EN 

ERGY  PROGRAM 
110  PRINT-.PRINT 
120  PRINT"   BY  DAVID  SWAIM 
130  PRINT"      P.  0.  BOX  720126 
140  PRINT"      ATLANTA,  GEORGIA  303 

58 
150  GOSUB  8000 
160  REM  COPYRIGHT  1981  DAVID  C.  SWA 

IM  II 
170  REM 
180  DIM  A(6),Q(6) ,R(6),RW(4,3) ,D(4) 

,IW(2,3),S{10) 
190  DIM  RF(3) ,TC(3) ,N$(5) ,IC{5) ,DM( 

2,3,3),IN(2) 
2  00  REM  WINDOW  R  VALUES 
210  DATA  1.01,2.22,1.815,3.155 
220  DATA  .909,1.667,1.437,2.137 
230  DATA  .909,2,1.724,2.564 
240  REM  DOOR  R  VALUES 
250  DATA  .41,  .75,  .95,1.1 
2  60  REM  FLOOR  R  VALUES  AND  TEMP  COR 

R 
270  DATA  3.2,0,3.2,30,1.23,0 
280  REM  CEILING  INSULATION  R  PER  IN 

CH 
290  DATA  3.5,3,2.5,4.5,5.5 
300  N$ (1)="WIND0WS":N$(2)="D00RS":N 

$ (3)="WALLS" 
310  N$(4)="CEILING":NS(5)="FL00R  *" 

320  REM  DUCT  MULTIPLIERS 
330 


DATA  .2,. 15, 
5, .05 


,1,.15, .1, .05, .1,.0 


90     COMPUTf!     Januory.WSS 


Potential  into  practical  reality.  Tills  is  the 
core  of  DISKEY  —  a  remarkable  utility  program 
that  gives  ATARI  disk  drive  owners  the  flexibility 
to  accomplish  tasks  that  other  utilities  either 
ignored  or  only  hinted  at.  With  DISKEY,  the  user 
will  be  able  to  actually  examine  a  disk  and  its 
directory,  and  repair  some  files  that  might 
otherwise  have  been  lost.  DISKEY  also  per- 
forms a  multitude  of  other  practical  functions, 
including  the  following: 

*  Automatically     lists    any    unreadable    or 
destroyed  sectors 

*  Sends  contents  of  disk  to  printer  selectively 

*  Up  to  four  separate  drives  may  be  addressed 

*  Can  be  used  to  backup  some  of  those  "un- 
backupable"  disks 

*  Allows  direct  examination  of  any  file 

*  Over  50  separate  key  functions  available 

As  an  ATARI  400  of  800  owner,  you  have  ex- 
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with  DISKEY  —  new  from  Adventure  Interna- 
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052-0158  S49.9S 

(Note:  Some  features  will  require  40K) 


SOME  OF  DISKEY  KEY  FUNCTIONS 

Clear  screen  and  filename 

B/te  compare,  D1  lo  02.  OS  lo  DS 

Copy  sectors,  OD  to  OD.  OS  to  DS 

Toggle  destination  drive 

EcasG  disk  {format) 

Select  file  sub-menu 

Set  autornatlc  function  lower  llmfl  {OS} 

Modify  Sector  Map 

New  destination  sector 

Toggle  originate  drive 

Print  screen  to  printer 

Query  (searcfi  for  fiex  key,  drive  OD,  sector  OS 

to  DS) 

Read  new  OS,  set  DS  to  matcti 

Searcti  for  ASCII  key.  drive  OD,  sector  OS  to  DS 

Tape  lo  disk 

Upper  case  conversion  of  printer  lower  case 

Toggle  v*rite  verify 

Write  memory  butter  to  sector  DS,  drive  DD 

Select  EOR  Sector  Map  screen  print  mask 

Zero  memory  buffer 

Read  upward,  next  sector  on  disk 

Read  downward 

Directory  Information 

Select  directory  sub-menu 

Byte  compare,  D1  to  D2,  whole  disk 
cC  Copy  D1  lo  D2,  whole  disk 
cD   Decimal  to  hex,  ASCII  conversion 
cE   Erase  disk  (without  new  format) 
cF    Modify  sector  forward  sector  chain  reference 
cH   Hex  to  decimal,  ASCII  conversion 
cL    Locate  bad  sector  on  drive  OD 
cN   Modify  sector  file  number  reference 
cO  Select  one-drive  functions  sutj-program 
cP   Print  current  Disk  Map 
cR  RPM  test  drive  OD 
cS   Special  fHe  copy,  no  directory  reference  from 

source 
cV   VTOC  update  and  repair,  drive  OD 
cY   Toggle  Sure  Response  prompt  enable 
FA  File  binary  load  address  headers  to  printer 
FD  Delete  file 

FF   Select  filename  for  all  file  functions 
FL   Lock  tile 

FM  Show  memory  address  load  position  in  file 
FO  Relative  Query 
FR   Rename  file 
FS   fteiative  Searcti 


cB 


BASIC 
ROUTINES 
FOR  THE  ATARI 

Finally,  a  self-help  system  that  cuts 
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ATARI.  Some  of  the  BASIC  routines 
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If  your  programming  ability  lies 
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1  COPYRIGHT  1962 

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To  order,  see  your  local  dealer.  If  he  does  not  have  the 

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1  (800)  327-7172  (orders  only  please)  or  write  for  our  free 

catalog. 


340 
350 

360 

370 
380 
390 
400 
410 
420 

4  30 
440 

450 

460 

470 
480 
490 
500 
510 

5  20 
530 
540 

550 
560 
570 
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620 

630 
640 
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660 
670 
680 
690 
700 
710 
720 

730 
740 
7  50 

760 

770 

780 

790 

800 

810 

820 


,15, .l,.l, .1, .05, .05, ,0 


PER  FOOT  OF  CRA 


DATA  .2, 

5, .05 

REM  AIR  CHANGES 

CK 

DATA  39,74,52,24,32,33 

REM  READ  WINDOW  R  VALUES 

FOR  F=l  TO  3 

FOR  G=l  TO  4 

READ  RW(G,F) 

NEXT  G,F 

REM  READ  DOOR  R  VALUES 

1=1  TO  4:READ  D(I):NEXT  I 
READ  FLOOR  R  VAL  AND  TEMP 


FOR 
REM 
ORR 
FOR 
EXT 
REM 
FOR 
REM 
FOR 
FOR 
FOR 
READ 


1=1  TO  3: READ  RF(I) , TC (I) :N 
I 

READ  INSULATION  R  PER  INCH 
1=1  TO  5:READ  IC(I):NEXT  I 
READ  DUCT  MULTIPLIERS 
KD=1  TO  2 
K=l  TO  3 
J=l  TO  3 
DM(KD,J,K) 


NEXT  J,K,KD 

REM  READ  AIR  CHANGES  FOR  INFILT 

RATION 

FOR  1=1  TO  2 

FOR  J=l  TO  3 

READ  IW(I,J) 

NEXT  J,  I 

REM  INSIDE  DESIGN  TEMPERATURE 

IT=75:PK=1 

GETA$ : IFA$=""THEN605 

PRINT" {CLEAR} {DOWN}WINTER  OUTSI 

DE  DESIGN  TEMPERATURE"; 

INPUT  OT 

DT=IT-OT 

GOSUB  1000 

GOSUB 

GOSUB 

GOSUB 

GOSUB 

GOSUB 

GOSUB 


2000 
3000 
4000 
5000 
5200 
6000 


.REM 
REM 

REM 
:REM 

REM 
REM 

:REM 


830  INPUT" {CLEAR} {02  DOWN}DO  YOU  WI 

SH  TO  IMPROVE  FLOOR"; AS 
840  IF  LEFT$ (A$,1)="Y"  THEM  GOSUB  5 

000 
850  INPUT" {CLEAR} {02  DOWN}DO  YOU  WI 

SH  TO  IMPROVE  DUCTS" ;A$ 
860  IF  LEFT$  (A$,1)="Y*'  THEN  GOSUB  5 

200 
870  GOSUB  6000:REM  REPORT  RESULTS 
880  Q2=TQ/DT 
890  PRINT:PRINT"HIT  RETURN  TO  GET  S 

AVINGS" 
900  GET  A$:IF  A$=""  THEN  900 
910  GOSUB  7000:REM  CALCULATE  A  YEAR 
OF  SAVINGS 

999  END 

1000  REM  WINDOW  SUBROUTINE 
1010  I=1:IF  PK>1  THEN  1040 

1020  PRINT" {CLEAR} {DOWN} HOW  MANY  DIF 
FERENT  TYPES  OF  WINDOWS"; 

1030  INPUT  NX 

1040  IX=1:CW=0:A(I)=0:Q(I} =0 

1050  PRINT" {DOWN}  ARE  WINDOWS  WEATHE 
RSTRIPPED"; 

1060  INPUT  WW$ 

1070  IF  LEFT$ (WW$,1)="Y"  THEN  IX=2 

1080  FOR  J=l  TO  NX 

1090  PRINT"SIZE";J: IF  PK>1  THEN  1160 

1100  PRINT"NUMBER  OF  WINDOWS"; 

1110  INPUT  NW 

1120  PRINT"SIZE  OF  WINDOWS  (H,W)  FT" 


WINDOWS 

DOORS 

WALLS 

CEILING 

FLOOR 

DUCTS 

REPORT  RESULTS 
Q1=TQ/DT 
PRINT" {DOWN}DO  YOU  WISH  TO  MAKE 

IMPROVEMENTS?" 
GET  A$:IF  A$=""  THEN  730 
PK=2:IF  A$="N"  THEN  999 
INPUT" {CLEAR} {02  D0WN}D0  YOU  WI 
SH  TO  IMPROVE  WINDOWS" ;A$ 
IP  LEFT$ (A$,1)="Y"  THEN  GOSUB  1 
000 

INPUT" {CLEAR} {02  D0WN}D0  YOU  WI 
SH  TO  IMPROVE  DOORS" ;A$ 
IF  LEFT$ (A$,1)="Y"  THEN  GOSUB  2 
000 

INPUT" {CLEAR} {02  D0WN}D0  YOU  WI 
SH  TO  IMPROVE  WALLS" ;A$ 
IF  LEFT$ (A$,1)="Y"  THEN  GOSUB  3 
000 

INPUT" {CLEAR} {02  D0WN}D0  YOU  WI 
SH  TO  IMPROVE  CEILING" ;A$ 
IF  LEFT$CA$,1)="Y"  THEN  GOSUB  4000 


1130 
1140 
1150 
1160 
1170 
1180 
1190 
1200 
1210 


INPUT  H,W 
S{J)=H*W*NW 
CW=CW+(H+W)  *NW 
A(I)=A(I)+S(J) 
PRINT"TYPE  OF  WINDOWS" 


PRINT"    1.  SINGLE  GLASS" 
PRINT"    2.  SINGLE  +  STORM" 
PRINT"    3.  DOUBLE  PANE" 
PRINT"    4.  TRIPLE  {DOUBLE  +  ST 
ORM)  " 

1220  INPUT  G 

1230  PRINT"TYPE  OF  WINDOW  FRAME" 

1240  PRINT"    1.  WOOD" 

1250  PRINT"    2.  METAL  OR  JALOUSE" 

1260  PRINT"    3.  FIXED" 

1270  INPUT  F 

1280  RM=RW(G,F) 

1290  Q(I)=Q(I)+S(J)*DT/RM 

1300  R(I)=RM 

1310  PRINT" {CLEAR} {DOWN}"; 

1320  NEXT  J 

1330  IN(I)=0.018*DT*IW(IX,F)*CW 

1340  RETURN 

2000  REM  DOORS  SUBROUTINE 

2010  I=2:IF  PK>1  THEN  2080 

2020  PRINT" {CLEAR} {DOWN}NUMBER  OF  DO 
ORS"; 


2030 
2040 
2050 
2060 
207  0 


INPUT  N 
PRINT"SIZE 
INPUT  H,W 
A(I)=H*W*N 
CD=(H+W) *N 


OF  DOORS  (H,W)  FT' 


92    COMPint!    Jonuacv.waa 


tINI 


Sometimes 
Only  Words 
Will  Do 


£UU! 


% 


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I       ai  m     tjji"  i ' 
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Ciait-i  'HE.      c:  1  s.  1  ml 
l-i  i  ^      i>  ujn      a  n  sd  If 

l=incl       I      tp^r 

^^  ^  *^  *=*      o  n  ^ 


WOROer^AFT. .  .A  First!  V\ford  Processing  for  VIC  20 


Never  be  at  a  loss  for  words  again! 

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more  —  all  the  features  you'll  need  to  prepare  "piaure- 
perfea"  documents,  letters,  personalized  mailers,  lists, 
and  many  other  projects  that  have  you  juggling 
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Wordcraft  20©  is  easy  to  use;  it  won't  conftjse 
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word,  or  an  entire  block  of  copy  .  .  .  arrange  and 


rearrange  the  text ...  set  the  tabs  and  margins .  .  . 
adjust  the  line  lengths  .  .  .  move  the  copy  up  and 
down,  left  or  right,  so  you  see  every  word  on  the 
screen . . .  before  you  print.  Wordcraft  20©  gives  you 
personal  word  processing  with  professional  results. 
Plug  Wordcraft  20©  into  your  VIC®  today ...  see  for 
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Commodore  and  VIC  20  are  registered  trademarks  of  Commodore  Bustrness 
Machines.  Inc.  Wordcraft  20©  copyright  held  try  PL  Dowson. 


2080  PRINT" {DOWNlTYPE  OF  DOORS" 

2  090  PRINT"    1.  WOOD" 

2100  PRINT"    2.  WOOD  +  STORM" 

2110  PRINT"    3.  METAL  URETHANE  CORE 

n 

2120  PRINT"    4.  METAL  POLYSTYRENE  C 

ORE" 
2130  INPUT  T 
2140  R(I)=D{T) 
2150  QCI)=A(I)*DT/R(I) 
2160  DW=138 
2170  PRINT" {DOWN}ARE  DOORS  WEATHERST 

RIPPED"; 
2180  INPUT  DW$ 

2190  IF  LEFTS (DW$,1)="Y"  THEN  DW=69 
2200  IN(I) =0.018*DT*DW*CD 
2210  RETURN 

3000  REM  WALLS  SUBROUTINE 
3010  I=3:HO=.17:HI=.68 
3020  PRINT" {CLEAR} {DOWN}TYPE  OF  WALL 

CONSTRUCTION" 
3030  PRINT" {DOWN}    1.  BRICK  VENEER" 
3040  PRINT  "    2.  STONE" 
3050  PRINT  "    3.  WOOD  SHINGLES" 
3060  PRINT  "    4.  STUCCO" 

3  070  PRINT  "    5.  MASONRY  BLOCK" 
3080  PRINT  "    6.  LOG" 

3090  PRINT  "    7.  OTHER:" 

3100  PRINT  "       ENTER  CALCULATED  R 

VALUE  DIRECTLY" 
3110  PRINT  "       WHEN  ASKED  FOR  INS 

ULATION  R  VALUE" 
3120  INPUT  TY 
3130  ON  TY  GOTO  3140,3150,3160,3170, 

3180,3190,3200 
3140  RM=.2*3.5:GOTO  3210:REM   BRICK 
3150  RM=„08*5:  GOTO  3210:REM   STONE 
3160  RM=.87:    GOTO  3210:REM   WOOD 
3170  RM=.2*2:   GOTO  3210:REM   STUCCO 
3180  RM=2:      GOTO  3210:REM   MASONR 

Y 
3190  RM=1.25*8:GOTO  3210:REM   LOG 
3200  RM=0:REM  OTHER 

3210  PRINT"    FOR  LIST  OF  R  VALUES  F 

OR  INSULATION" 
3220  PRINT"    ENTER  -1  FOR  INSULATIO 

N  R  VALUE" 
3230  PRINT" INSULATION  R  VALUE"; 
3240  INPUT  RI 
3250  IF  RK0  THEN  G0SU6  3500:GOTO  32 

30 
3260  R{I)=HO+RM+RI+HI:IF  PK>1  THEN  3 

340 
3270  PRINT"HOW  MANY  STORIES  IN  HOUSE 

3280  INPUT  NT 

3290  PRINT"WHAT  IS  THE  CEILING  HEIGH 

T  (FT)"; 
3300  INPUT  CH 
3310  PRINT"WHAT  IS  TOTAL  PERIMETER  ( 

FT)  " ; 
3320  INPUT  P 

3330  A(I)=NT*CH*P-A(1)-A(2) 
3340  Q(I)=A(I)*DT/R{I) 

9i    COMPUR!    Januatv.WSa 


3  350  RETURN 

3500  REM  LIST  OF  INSULATION  R  VALUES 

3510  PRINT" {CLEAR} {DOWN} LIST  OP  INSU 

LATION  R  VALUES,  WALLS" 
3520  PRINT" {DOWN}         NO  INSULATI 

ON  (AIR)  =  .94" 
3530  PRINT"     BATT  INSULATION  IN  WA 

LL  =  11" 
3540  PRINT"     HALF  INCH  ASPHALT  BOA 

RD  =  2.4 
3550  PRINT"    1/2  IN  GYPSUM  OR  PLAST 

ER  =  1.39 
3560  PRINT"     1/4  IN  WOOD  FIBER  BOA 

RD  =1.12 
3570  PRINT"        FIR  OR  PINE  SHEATHI 

fJG  =  1.92 
3580  PRINT"       3/4  IN  PLYWOOD  PANE 

LS  =  1.88 
3590  PRINT"  1/2  IN  PLYWO 

OD  =  1.57 
3600  ERINT:PRINT 
3610  RETURN 

4000  REM  CEILING  ROUTINE 
4010  1=4 
4020  HI=.61:HO=.61:IF  PK>1  THEN  4060 

4030  PRINT" {CLEAR} {DOWN}WHAT  IS  TOTA 

L  CEILING  AREA" 
4040  PRINT"OF  THE  HOUSE"; 
4050  INPUT  A(I) 
4060  PRINT" HOW  MANY  INCHES  OP  INSULA 

TION  IN  CEILING"; 
4070  INPUT  CI 
4080  PRINT"TYPE  OF  INSULATING  MATERI 

AL" 
4090  PRINT" {DOWN}   1.  FIBERGLASS" 
4100  PRINT  "   2.  MINERAL  WOOL" 
4110  PRINT  "   3.  VERMICULITE  OR  PERL 

ITE" 
4120  PRINT  "   4.  CELLULOSE  FIBER" 
4130  PRINT  "   5.  U-P  POAM{DOWN}" 
4140  INPUT  T 
4150  RM=CI*IC(T) 
4160  R(I)=HO+RM+HI 
4170  Q(I)=A(I)  *DT/R(I) 
418  0  RETURN 

5000  REM  FLOOR  ROUTINE 
5010  I=5:IF  PK>1  THEN  5040 
5020  PRINT" {CLEAR} {DOWN}WHAT  IS  TOTA 

L  FLOOR  AREA"; 
5030  INPUT  A(I) 
5040  PRINT"HOW  MANY  INS  OF  INSULATIO 

N  IN  FLOOR"; 
5050  INPUT  FI:IF  PK>1  THEN  5110 
5060  PRINT"TYPE  OF  FOUNDATION" 
5070  PRINT"    1.  OPEN  CRAWLSPACE" 
5080  PRINT"    2.  ENCLOSED  CRAWLSPACE 

OR  BASEMENT" 
5090  PRINT"    3.  CONCRETE  SLAB" 
5100  INPUT  TF 

5110  R(I)=H0+FI*3.1+RF(TF)+HI 
5120  Q(I)=A(I)*{DT-TCCTF)  )/R(I) 
5130  RETURN 
5200  REM  DUCTS 
5210  DI=.l 


f  %4^qcirnm(  lO  I 


GEMINI- 

FOR  PRINTER  VALUE  THAT'S 
OUT  OF  THIS  WORLD 


7/r,^i-"',-»^-j:aa-c.'£->.rr''^>j«faflfat>>w&'.< 


Over  thirty  years  of  down-to-earth  experi- 
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Gemini's  flexibility  is  embodied  in 
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capabilities  such  as  super/ 
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other extraordinary  standard        micron 


feature  is  a  2.3K  buffer.  An  additional  4K 
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characters,  and  a  100%  duty  cycle  that 
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So  if  you're  looking  for  an  incredibly 


A     high-quality,  low-cost  printer 
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For  more  information,  please  call  Bob  Hazzard,  Vice  President,  at  (214)  631-8560. 


5220  IF  TF=3  THEN  KD=3:RETURN 

5  230  PRIMT"{D0WN}IS  YOUR  DUCTWORK  IN 

SULATED"; 
5240  INPUT  D$:IF  PK>1  THEN  5310 
5250  PRINT" {DOWNlLOCATION  OF  HEAT  DU 

CTS:" 
5260  PRINT"     1.  ATTIC  OR  CRAWLSPAC 

E" 
5270  PRINT"     2.  UNCONDITIONED  BASE 

MENT" 
5280  PRINT"     3.  IN  SLAB  FLOOR" 
5290  PRINT"     4.  INSIDE  CONDITIONED 

SPACE" 
5300  INPUT  KD 
5310  RETURN 

6000  REM  WRITE  A  REPORT 
6010  PRINT" {CLEAR} ", "HEAT  LOSS  EVALU 

ATION" 
6020  PRINT:PRINT:TQ=0 
6030  PRINT"  ITEM","  AREA","  R-VALUE" 

, "HEAT  LOSS" 
6040  PRINT  ,"  SQ.FT.",,"  BTU/HR":PRI 

NT 
6050  FOR  1=1  TO  5 
6060  A(I) =INT(A(I) *100+.5)/100 
6070  R(I)=INT(R(I) *100+.5)/100 

6  080  Q(I)=INT(Q(I)+.5) 

6090  PRINT  N$(I) ,A(I) ,RCI) ,Q(I) 

6100  TA=TA+A{I) :TQ=TQ+Q(I) 

6110  NEXT  I 

6120  REM  PRINT  INFILTRATION  LOSS 

6130  PRINT"INFILTRATION" , ,INT( {IN(1) 

+IN(2))/2+.5) 
6140  TQ=TQ+ (IN(1)+IN(2) )/2 
6150  REM  CALCULATE  DUCT  LOSS 
6160  X=TQ/(A(5)*CH*NT)  :J  =  3:K=3 
6170  IF  X<45  THEN  K=2 
6180  IF  X<35  THEN  K=l 
6190  DI=.15+.05*(3-Kl 
6200  IP  LEFT$  (D$,1)=^"N"  AND  KD<2  THE 

N  6240 
6205  IF  KD>2  THEN  DI=0:GOTO  6240 
6210  IF  0T<15  THEN  J=2 
6220  IF  OT<0  THEN  J=l 
6230  DI=DM(KD,J,K) 

6240  PRINT"DUCT  LOSS" , , , INT (DI*TQ+. 5) 
6250  TQ=TQ+TQ*DI 

6260  PRINT  ,"@@@@@@@@",,"@@@@@@@@" 
6270  PRINT"   TOTAL" ,INT(TA) , ,INT{TQ) 

6280  PRINT:PRINT 

6290  PRINT"DESIGN  CONDITIONS:" 

6300  PRINT"    OUTSIDE  DESIGN  TEMP";0 

T 
6310  PRINT"     INSIDE  DESIGN  TEMP"; I 

T 
6320  PRINT"TEMPERATURE  DIFFERENCE" ; D 

T 
6330  RETURN 
7000  REM  FIND  SAVINGS  USING  DEGREE-D 

AYS 
7010  00=^2961  :DD$^"ATLANTA  GA" 
7012  E1=INT(Q1*DD*24) 
7014  E2=INT{Q2*DD*24) 
7030  PRINT" {CLEARlTYPE  OF  HEATING  FU 


EL  USED" 
7040  PRINT"   1.  ELECTRICITY" 
7  050  PRINT"   2.  NATURAL  GAS" 
7060  PRINT"   3.  FUEL  OIL" 
7070  INPUT  PT:PC=.55 
7080  ON  FT  GOTO  7100,7200,7300 
7090  GOTO  7030 
7100  REM  ELECTRICITY 
7110  PRINT"IS  HEATING  UNIT  A  HEAT  PU 

MP"; 
7120  INPUT  HP$:ER=3413 
7130  IF  LEFT$(HP$,1) <>"Y"  THEN  7150 
7140  INPUT"ENTER  EER  OF  HEAT  PUMP";E 

R:ER=ER*1000 
7150  INPUT" AVERAGE  $  COST  PER  KWH" ; C 

0:FU$="KWH" 
7160  El=INT(El/ER+.5) 
7165  M1=E1*C0 
7170  E2=INT(E2/ER+.5) 
7175  M2=E2*C0 
7180  MS=M1-M2 
7190  GOTO  7400 
7  200  REM  NATURAL  GAS 
7210  INPUT"AVERAGE  $  COST  PER  THERM  ~ 

OF  NATURAL  GAS"; CO 
7220  El=INT(El/(103000*PCJ+.5) 
7225  M1=E1*C0 

7230  E2=INT(E2/C103000*PC)+.5) 
7235  M2=E2*CO 
7240  MS=M1-M2 

7250  FU$="THERMS":GOTO  7400 
7300  REM  FUEL  OIL 
7310  INPUT"AVERAGE  $  COST  PER  GALLON 

OF  FUEL  OIL"; CO 
7320  El=INT(El/(138000*PC)+.5) 
7325  M1=E1*C0 

7330  E2=INT(E2/(138000*PC)+.5) 
7335  M2=E2*CO 

7  340  MS=M1-M2:FU$="GALL0NS" 
7400  REM  GIVE  RESULTS 
7410  M1=INT(M1*100)/100 
7420  M2=INTCM2*100)/100 
7430  MS=INT(MS*100)/100 
7440  INPUT" {DOWN} TOTAL  $  COST  OF  YOU 

R  IMPROVEMENTS"; CI 
7450  PB=INT{CI/MS*1000)/1000 
7460  REM  REPORT  SAVINGS  AND  PAYBACK 
7470  PRINT" {CLEAR}", "ANALYSIS  OF  IMP 

ROVEMENTS" 
7480  PRINT:PRINT 
7490  PRINT, , "ENERGY  NEEDED" 
7  500  PRINT"ORIGINAL  HOUSE" , El ; FU$ 
7  510  PRINT" IMPROVED  HOUSE" , E2 ; FU$ 
7  520  PRINT,, "@@@@@@@@@" 
7530  PRINT, "SAVINGS" ,E1-E2;FU$ 
7540  PRINT 

7550  PRINT, ,"OPER.  COSTS" 
7560  PRINT"ORIGINAL  HOUSE" ,"$"; Ml 
7570  PRINT"IMPROVED  HOUSE" ,"$"; M2 
7580  PRINT, ,"@@@@@g@@@" 
7  590  PRINT, "SAVINGS", "$"; MS 
7600  PRINT: PRINT, "PAYBACK" ,PB; "YEARS 

n 

7610  PRINT:PRINT 


96    COMPUTEI    ,lanuarv.1983 


7620  PRINT"ABOVE  IS  BASED  ON  ONE  YEA 
R  OF  OPERATION" 

7  630  PRINT" IN  "  ;  DD$ 
7640  RETURN 
8000  REM  DRAW  HOUSE 

8  010  PRINTCHR$(14  2) : PRINT: PRINT: PRIN 

T 
8020  PRINTSPC(8)  ;"      j_i" 
8030  PRINTSPC(8) ;" (REV}1  _{ 

OFF}" 
8040  PRINTSPC(8)  ;  "T ,  ;,,•,;,;,  ;Y 
8050  PRINTSPC(8) ;"T<><><><><>*{REV} 
_{OFF}'' 

8060  PRINTSPCfS^ ;"T.;.;,;,;,;Y,""";Y 

n 

8070  PRINTSPC(B) ;"T<><>{REV} 1 {OFFll< 

><>Y{REV}  1    {OFF}_!_Y" 
8080~PRINTSPC (7) ;"##########*###»### 

111" 
8090    RETURN 

Program  2: 

Make  these  changes  in  Program  1  for  the  Apple  II. 

lOO   HOME  i    VTAB  2:  PRINT  "   HOME 

ENERGY  PROGRAM" 
3510   HOME  :  PRINT  "LIST  OF  INSUL 
ATION  R  VALUES,  WALLS" 

3520   PRINT  :  PRINT  "       NO  INS 

ULATIDN 
4030   HOME  :  PRINT  "WHAT  IS  TOTAL 

CEILING  AREA 
4090   PRINT  :  PRINT  "   1.  FIBERGL 

ASS 
4130   PRINT  :  PRINT  "   5.  U-F  FOA 

M":  PRINT 
5020   HOME  :  PRINT  "WHAT  IS  TOTAL 

FLOOR  AREA?"; 
5230   PRINT  s  PRINT  "IS  YOUR  DUCT 

WORK  INSULATED?"; 
5250   PRINT  "LOCATION  OF  HEAT  DUC 

TS: 
6010   HOME  :  PRINT  "HEAT  LOSS  EVA 

LUATION" 
7440   PRINT  :  INPUT  "TOTAL  *  COST 

OF  YOUR  IMPROVEMENTS"; CI 
7470   HOME  :  PRINT  "ANALYSIS  OF  I 

MPRDVEMENTS" 

7520   PRINT  ,," " 

7580   PRINT  ,," " 

aOOO   RETURN 

8010   -  B090" DELETE" 

Program  3:  Atari  Version 

too  POKE  82,0:PRINT  "<:CLEAR>£2  DOWN} 

HOME  ENERGY  PROGRAM" 
110  PRINT  :PRINT 
150  QOSUB  8000 
170  OPEN  #1 , 4, O, "K: " 

180  DIM  A  (6)  ,  D  (6)  ,  R  £6)  ,  RW  (4,  3)  ,  D  (4)  ,  I 
W (2, 3)  , S  < 10) 

190  DIM  RF (3> , TC (3) ,N* <5*10) , IC (5) , DM 
<2,  15>  ,  IN (2)  ,  ft* ( 1 )  , NL (5) 

191  DIM  WW« ( I ) , DWS < 1 ) , D« ( 1 ) , DD* (20) , H 
P* ( 1) , FU* ( 10> 

200  REM  WINDOW  R  VALUES 

210  DATA  1,01,2.22,1,815,3.155 

220  DATA  .909,1.667,1.437.2.137 


230 
240 
250 
260 
270 
280 
290 
300 

310 
315 

320 
330 

340 

350 
360 
370 
380 
390 
400 
410 
420 
430 

440 

450 

460 

4  70 

480 
490 
50  0 
510 
520 
530 
540 

550 
560 
570 
580 
590 
600 
601 

605 

610 

620 
630 
64  O 
650 
660 
670 
680 
690 
700 
710 
720 

730 
740 
750 

760 
770 

780 
790 


DATA  .909,2,1.724,2.564 

REM  DOOR  R  VALUES 

DATA  . 41 , . 75, . 95, 1 . 1 

REM  FLOOR  R  VALUES  AND  TEMP  CORR 

DATA  3.2,0,3.2,30,1.23,0 

REM  CEILING  INSULATION  R  PER  INCH 

DATA  3.5,3,2.5,4.5,5.5 

N«  <  1 >  = "WINDOWS" : N* ( 1 1 ) ="DODRS" : N* 

<21  ) ="WALLS" 

N*<31)="CEILING":NS(41) =" FLOOR  «" 

NL ( 1 ) =7: NL (2>=5:NL (3)=5:NLC4>=6: N 

L (5) =7 

REM  DUCT  MULTIPLIERS 

DATA  .2, .15,,!, .15,-1, .05,.!,. 05, 

.  05 

DATA  .2, . 15, . 1 , . 1 , . 1 , .OS, .05, . 05, 

.  05 

REM  AIR  CHANGES  PER  FOOT  OF  CRACK 

DATA  39,74,52,24,32,33 

REM  READ  WINDOW  R  VALUES 

FOR  F=l  TD  3 

FOR  6=1  TD  4 

READ  TEMP: RW <G, F) =TEMP 

NEXT  G:NEXT  F 

REM  READ  DOOR  R  VALUES 

FOR  1=1  TD  4:READ  TEMP : D ( I ) =TEMP : 

NEXT  I 

REM  READ  FLOOR  R  VAL  AND  TEMP  COR 

R 

FOR  1=1  TD  3:READ  TEMP : RF ( I ) =TEMP 

;READ  TEMP: TC ( I ) =TEMP: NEXT  I 

REM  READ  INSULATION  R  PER  INCH 

FOR  1=1  TD  5:READ  TEMP : I C ( I ) =TEMP 

:NEXT  I 

REM  READ  DUCT  MULTIPLIERS 

FDR  KD=1  TO  2 

FDR  K=l  TD  3 

FOR  J=l  TD  3 

READ  TEMP: DM (KD, J+K*4) =TEMP 

NEXT  J;NEXT  K:NEXT  KD 

REM  READ  AIR  CHANGES  FOR  INFILTRA 

TIDN 

FOR  1=1  TD  2 

FOR  J=l  TO  3 

READ  TEMP: IW ( I , J)=TEMP 

NEXT  J:NEXT  I 

REM  INSIDE  DESIGN  TEMPERATURE 

IT=75:PK=1 

?  ;?  :7  "Press  l:i^<li:]:  to  begin:"; 


GET  * 

PRINT 
E  DES 
INPUT 
DT=IT 
GOSUB 
GOSUB 

Gosue 

GOSUB 
GOSUB 
GOSUB 
GOSUB 
Q1=TQ 
PRINT 
EMENT 
GET  # 
K  =  2:  I 
PRINT 

TO  I 
IF  A* 
PRINT 

TO  I 
IF  A* 
PRINT 


1,A 

"  fCL 
IGN  T 

OT 
-OT 
lOOO 
2  GOO 
3000 
4  00  0 
5000 
5200 
6000 
/DT 

"DO 
S?:  "; 
1  ,  A:  A 
F  A*  = 
"  CCL 
MPRDV 
=  "  V  ■■ 

"  <:CL 
MPROV 

tCL 


EAR>  fD0WN3  WINTER 
EMPERATURE" ; 


OUTSID 


:REM  WINDOWS 

:REM  DOORS 

:REM  WALLS 

:REM  CEILING 

:REM  FLOOR 

:REM  DUCTS 

:REM  REPORT  RESULTS 

YOU  WISH  TO  MAKE  IMPROV 

«=CHR* (A) 

"N"  THEN  999 

EARJ<:2  DOWN>DO  YOU  WISH 

E  WINDOWS" ;: INPUT  A« 

THEN  GOSUB  1000 

EARJ<:2  DOWNJDO  YOU  WISH 

E  DDORS" ; : INPUT  A* 

THEN  GOSUB  2000 

EAR>C2  DOWNJDO  YOU  WISH 


Januaiv,19B3    COHPUHI     97 


800 
810 

820 
830 

840 
S50 

S60 
870 
880 
890 

900 
910 

999 
1000 
lOlO 
1020 

1030 
104  0 
1050 

1060 
1070 
1080 
1090 

llOO 
1110 
1120 

1  130 

1  140 

1  150 

1  160 

1  170 

1  180 

1  190 

1200 
1210 

1220 
1230 
1240 
1250 

1260 
1270 
1250 
1290 
1300 
1310 
1320 
1330 
1340 
2000 
2010 
2020 

203O 
2040 
20S0 
2060 
2070 
2080 
2090 


TD  IMPROVE  WALLS" ;: INPUT  A« 
IF  A*="y"  THEN  GDSUB  3000 
PRINT  "<:CLEAR>C2  DQWN>DD  YOU  WISH 

TD  IMPROVE  CEILING" ;: INPUT  A* 
IF  ftt=..y..  THEN  eOSUB  4000 
PRINT  "<:CLEAR><:2  DOWN>Da  YOU  WISH 

TO  IMPROVE  FLOOR"; ; INPUT  A* 
IF  ft«="Y"  THEN  GDSUB  5000 
PRINT  "<:CLEAR>{2  DDWN>DO  YOU  WISH 

TO  IMPROVE  DUCTS" ;: INPUT  A* 
IF  A«="Y"  THEN  GOSUB  5200 
GOSUB  6000: REM  REPORT  RESULTS 
Q2=TQ/DT 

PRINT  :PRINT  "HIT  RETURN  TD  GET  S 
AVIN6S" 
GET  #1 , A 

GOSUB  7000: REM  CALCULATE  A  YEAR  O 
F  SAVINGS 
END 

REM  WINDOW  SUBROUTINE 

1=1: IF  PK>1  THEN  1040 

PRINT  "  <:CLEAR>  tDOWNlHOW  MANY  DIF 

FERENT  TYPES  OF  WINDOWS"; 

INPUT  NX 

IX=1:CW=0:A<I)=0:Q(I)=0 

PRINT  ■'CDOWN>  ARE  WINDOWS  WEATHE 

RSTRIPPED" ; 

INPUT  WW* 

IF  WW*="Y"  THEN  IX=2 

FOR  J=l  TO  NX 

PRINT  "SIZE  ";J:IF  PK>1  THEN  116 

0 

PRINT  "NUMBER  DF  WINDOWS"; 

INPUT  NW 

PRINT  "SIZE  OF  WINDOWS   (H,W)  FT" 

INPUT  H,W 

S (J)=H«W»NW 

CW=CW+<H+W) «NW 

A ( I ) =A ( I ) +S ( J) 

PRINT  "TYPE  OF  WINDOWS" 

PRINT  "{3  spaces:!.  SINGLE  GLASS 


2100  PRINT  "<3  SPACES32.   WOOD  +  STORM 


PRINT 

RM" 

PRINT 

PRINT 

LE  +  S 

INPUT 

PRINT 

PRINT 

PRINT 

DUSE" 

PRINT 

INPUT 

RM=RW< 

D<  I  >  =Q 

R  (  I  )  =R 

PRINT 

NEXT  J 

IN  (  I  )  = 

RETURN 

REM  DO 

1=2: IF 

PRINT 

ORS"  ; 

INPUT 

PRINT 

INPUT 

A  (  I  >  =H 

CD=  (H-t- 

PRINT 

PRINT 


"f3  SPACESJ2,  SINGLE  +  STO 

"C3  SPACES>3.  DOUBLE  PANE" 

"<:3  SPACES>4.  TRIPLE  ( DOUE 

TORM) " 

G 

"TYPE  OF  WINDOW  FRAME" 

" iZ    spaces:!.  WOOD" 

"{3  SPACES>2.  METAL  OR  JAL 

"C3  SPACES>3.   FIXED" 

F 

6,  F) 

( I ) +S (J) *DT/RM 

M 

" {CLEAR>  <DOWN} " ; 

0.01S.*DT»IW(IX,F)«CW 

ORS  SUBROUTINE 

PK>1  THEN  2080 
"  fCLEARJ- tDOWN>NUMBER  OF  DO 

N 

"SIZE  DF  DOORS   (H.W)  FT"; 

H.  W 

*W*N 

W)  *N 

"<:D0WN>TYPE  OF  DDORS" 

"{3  SPACES>1.  WOOD" 


2110 

2120 

2130 
2  140 
2150 

21  60 
2170 

2180 
2190 
2200 

22  10 
3000 
30  10 
3020 

3030 


PRINT  "£3  SPACESJ3.   METAL  URETHA 

NE  CORE" 

PRINT  "{3  SPACES>4.  METAL  POLYST 

YRENE  CORE" 

INPUT  T 

R  < I ) =D ( T) 

Q ( I ) =A (  I )  *DT/R (  I  ) 

DW=13a 

PRINT  "CDOWNJARE  DDORS  WEATHERST 

RIPPED" ; 

INPUT  DW* 

IF  DW*="Y"  THEN  DW=69 

IN( I)=0.0  18*DTtDW*CD 

RETURN 

REM  WALLS  SUBROUTINE 

1=3: H 0=0. 17:HI=0.6B 

PRINT  "  tCLEAR}  CDOWNJTYPE  DF  WALL 

CONSTRUCTION" 
PRINT  "CDOWNltS  SPACES! 1.  BRICK 
VENEER" 


3040 

PRINT 

"  {3 

SPACESJ2. 

STONE" 

3050 

PRINT 

S" 

PRINT 

"  {3 

SPACES>3. 

WOOD  SHINGLE 

30  60 

"  {3 

SPACES>4. 

STUCCO" 

3070 

PRINT 

K" 

PRINT 

"  {3 

SPACES: 5. 

MASONRY  BLOC 

3080 

"  <3 

SPACES>6. 

LOG" 

3090 

PRINT 

"  iZ 

SPACES}?. 

OTHER: " 

3100 

PRINT 

••  ib 

SPACES>ENTER  CALCULATE 

3110 

31  20 
3130 

3140 
3150 
3160 
3170 
3180 
3190 
3200 

32  lO 

3220 

3230 
3240 
32  50 

3260 

3270 

3280 
3290 

3300 
3310 

3320 
3330 
3340 

3350 
3500 
3510 

3520 

3530 


DIRECTLY" 
SPACE3>WHEM  ASKED 
R  VALUE" 


FOR 


D  R  VALUE 
PRINT  " {6 
INSULATION 
INPUT  TY 

ON  TY  GOTO  3140,3150,3160,3170.3 
180, 3190, 3200 

RM=0. 2»3. 5; GOTO  3210:REM  BRICK 
RM=0. 08*5; GOTO  3210:REM  STONE 
RM=0.87:GDTD  3210:REM  WOOD 
RM=0. 2*2; GOTO  3210:REM  STUCCO 
RM  =  2:G0TD  3210.-ReM  MASONRY 
RM=1 . 25«B: GOTO  3210;REM  LOG 
RM=0:REM  OTHER 

PRINT  "{3  SPACESJFOR  LIST  DF  R  V 
ALUES  FOR  INSULATION- 
PRINT  "<:3  SPACESJENTER  -1  FOR  IN 
SULATION  R  VALUE" 
PRINT  "INSULATION  R  VALUE"; 
INPUT  RI 

IF  RKO  THEN  GOSUB  3500:60T0  323 
0 

R < I ) =HO+RM+RI+HI : IF  PK>1  THEN  33 
4  0 
PRINT  "HOW  MANY  STORIES  IN  HOUSE 


INPUT  NT 

PRINT  "WHAT 

T  (FT>"; 

INPUT  CH 

PRINT  "WHAT 

FT)  "  ; 

INPUT  P 

A (I >  =NT«CH*P-A ( 1  ) 

Q<I )=A ( I)  *DT/R  C I  > 


IS  THE  CEILING  HEI6H 


IS  TOTAL  PERIMETER  ( 


A  (2) 


RETURN 

REM  LIST  OF  INSULATION  R  VALUES 
PRINT  "  {CLEAR}  <:DDWN>LIST  OF  INSU 
LATION  R  VALUES,  WALLS" 
PRINT  "CDOWNJte  SPACESJNO  INSULA 
TION  (AIR>  =  .94" 

PRINT  "{4  SPACESJBATT  INSULATION 
IN  WALL  =  11" 


9S    COMMJTH    JOnuarv.lPea 


3540  PRINT  " C4  SPACES>HALF  INCH  ASPHA 

LT  BOARD  =  2.4" 
3550  PRINT  "CS  SPACESJl/2  IN     GYPSUM  0 

R  PLASTER  =  1.39" 
3560  PRINT  "{4  SPACESJl/4  IN  WOOD  FIB 

ER  BOARD  =  1.12" 
3570  PRINT  " £6  SPACES>FIR  OR  PINE  SHE 

ATHING  =  1.92" 
3580  PRINT  "{6  SPACESJ3/4  IN  PLYWOOD 

PANELS  =  l.SB" 
3590  PRINT  "tl3  SPACESJl/2  IN  PLYWOOD 

=  1,57" 
3600  PRINT  :PRINT 
3610  RETURN 

4000  REM  CEILING  ROUTINE 
4  O 1 O  1=4 
4020  HI=0. 61 : H0=0. 61 : IF  PK>I  THEN  406 

O 
4030  PRINT  " {CLEAR> tDOWNJWHAT  IS  TOTA 

L  CEILING  AREA" 
4040  PRINT  "OF  THE  HOUSE"; 
4050  INPUT  TEMP: A< I ) =TEMP 
4060  PRINT  "HOW  MANY  INCHES  OF  INSULA 

TIDN  IN  CEILING"; 
4070  INPUT  CI 
4080  PRINT  "TYPE  OF  INSULATING  MATERI 

AL" 
4090  PRINT  "CDOWNJ    1.  FIBERGLASS" 
4100  PRINT  "   2.  MINERAL  WOOL" 
4110  PRINT  "    3.  VERMICULITE  OR  PERLI 

TE" 
4120  PRINT  "   4.  CELLULOSE  FIBER" 
4130  PRINT  "   5,  U-F  FOAMtDOWN}" 
4140  INPUT  T 
41S0  RM=CI*IC(T) 
4160  R< I ) =HO+RM+HI 
4170  Q< I ) =A ( I ) *DT/R ( I ) 
4180  RETURN 

5000  REM  FLOOR  ROUTINE 
5010  1=5: IF  PK>1  THEN  5040 
5020  PRINT  "  {CLEAR><:DDWN>WHAT  IS  TOTA 

L  FLOOR  AREA"; 
5030  INPUT  TEMP: A < I ) =TEMP 
5040  PRINT  "HOW  MANY  ITEMS  OF  INSULAT 

ION  IN  FLOOR"; 
5050  INPUT  FI:IF  PK>1  THEN  51  lO 
5060  PRINT  "TYPE  OF  FOUNDATION" 
5070  PRINT  " tS  SPACES>1.  OPEN  CRAWLSP 

ACE" 
5080  PRINT  "<:3  SPACESJ2.  ENCLOSED  CRA 

WLSPACe  OR  BASEMENT" 
5090  PRINT  "<:3  SPACES>3.  CONCRETE  SLA 

B" 
5100  INPUT  TF 

5110  R < I ) =HO+FI »3. 1+RF <TF> +HI 
5120  D ( I ) =A ( I ) t (DT-TC (TF) ) /R < I ) 
5130  RETURN 
5200  REM  DUCTS 
5210  DI=0. 1 

5220  IF  TF=3  THEN  KD=3: RETURN 
5230  PRINT  "tDOWNJIS  YOUR  DUCTWORK  IN 

SULATED"; 
5240  INPUT  D«:IF  PK>1  THEN  5310 
5250  PRINT  " fDOWN3 LOCATION  OF  HEAT  DU 

CTS:  " 
5260  PRINT  "{4  SPACES> 1 .  ATTIC  OR  CRA 

WLSPACE" 
5270  PRINT  "<:4  SPACESJ2.  UNCONDITIONE 

D  BASEMENT" 
5280  PRINT  "C4  SPACES:3.   IN  SLAB  FLDO 

R" 
5290  PRINT  "t4  SPACES>4.   INSIDE  CONDI 

TIONED  SPACE" 
5300  INPUT  KD 


5310 
6000 
60JO 

6020 
6030 

6040 

6050 
6O60 
6070 
60B0 
6090 

6100 
61  10 
6120 
6130 

6140 
6150 
6160 
61  70 
6180 
6190 
6200 
6205 
6210 
6220 
6230 
6240 

6250 
6260 
6270 

6280 
6290 
6300 

6310 

6320 

6330 
7000 

7010 
7012 
7014 
7030 

7040 
7050 
7060 
7070 
7080 
7090 
7100 
7110 

7  120 
7  130 

7  140 

7150 

7160 
7165 
7  170 
7175 
7180 


RETURN 

REM  WRITE  A  REPORT 

PRINT  "  <:CLEAR>"  ,  "HEAT  LOSS  EVALU 

ATION" 

PRINT 

PRINT 

,  "HEAT 

PRINT 

T 

FOR  1  = 


PRINT  :TD=0 
■  ITEM","  AREA' 
LOSS" 
"  SQ.FT.", 


R-VALUE" 


BTU/HR":PRIN 


iB    R  >  "  : ? 
INT (TA) , , 


INT  <TQ 


1  TO  5 

A(I)  =  INT(A<I)  «lOO  +  0.5)  /I  00 
R(I)=INT(R(I)*100+0.5)/100 
Q (I )=INT (Q ( I ) +0. 5) 

PRINT  N* (I «10~9,  < I-l ) »10+NL ( I ) ) , 
A(I),R<I),Q<I> 
TA  =  TA  +  A  < I )  :TQ  =  TD  +  G ( I ) 
NEXT  I 

REM  PRINT  INFILTRATION  LOSS 
PRINT  "INFILTRATION" ,,  INT  <  ( IN  C 1 ) 
+IN<2) ) /2+0. 5) 
TQ=TQ+(IN(l>+IN(2))/2 
REM  CALCULATE  DUCT  LOSS 
X  =  TQ/  <A (5>  «CH*NT)  : J  =  3: K  =  3 
IF  X<45  THEN  K=2 
IF  X<35  THEN  K=l 
D1=0,  15  +  0. 05«  <3-K) 
IF  D*="N"  AND  KD<2  THEN  6240 
IF  KD>2  THEN  DI=0:GOTO  6240 
IF  OT<15  THEN  J=2 
IF  0T<0  THEN  J=i 
DI=DM<KD, J+K*4) 

PRINT  "DUCT  LOSS", ,, INT (DltTQ+O. 
5) 

TQ=TQ+TQ«DI 
PRINT  ,"C8  RJ 
PRINT  "  TOTAL 
) 

PRINT 
PRINT 
PRINT 
TEMP: 
PRINT 
EMP:  " 
PRINT 
DT 

RETURN 
REM  FIND 
YS 

DD=2961 : DD*="ATLANTA 
E1  =  INT  CQ1«DD*24> 
E2=INT (Q2»DDt24) 
PRINT  "tCLEAR>TYPE  OF 
EL  USED" 

PRINT  "    1.  ELECTRICITY" 
PRINT  "    2.  NATURAL  GAS" 
PRINT  "   3.  FUEL  OIL" 
INPUT  FT:PC=0.55 
ON  FT  GOTO  7100,7200,7300 
GOTO  7030 
REM  ELECTRICITY 

PRINT  "IS  HEATING  UNIT  A  HEAT  PU 
MP"  ; 

INPUT  HP*:ER=3413 
IF  HP*<>"Y"  THEN  7  150 

PRINT  "ENTER  EER  OF  HEAT  PUMP";: 

INPUT  ER: ER=ER*1000 

PRINT  "AVERAGE  *  COST  PER  KWH";: 

INPUT  CD:FU*="KWH" 

E1=INT (El /ER+0. 5) 

M1=E1 *C0 

E2=INT (E2/ER+0.5) 

M2=E2*CO 

MS=M1-M2 


"DESIGN  CONDITIONS;" 

"t3  SPftCESJOUTSIDE  DESIGN 

;0T 

"{4  SPACES>INSIDE  DESIGN  T 

IT 

"TEMPERATURE  DIFFERENCE:"; 


SAVINGS  USING  DEGREE-DA 


GA* 


HEATING  FU 


Januaiv.wea    COMPUTEI    99 


7190 
7  200 

72  10 

7220 
7225 
7230 
7235 
7240 
7250 
7300 
731  O 

7320 
7325 
7330 
7335 
7340 
7400 
7410 
7420 
7430 

7440 

7450 
7460 
7470 

7480 
7490 
7500 

7510 

7520 
7530 
7540 
7550 
7560 
75.70 
75B0 
7590 
7600 

7610 
7620 

7630 
7640 
8000 
801  O 
8020 
8030 
8040 

8050 

8060 

ao7o 


8080 
8090 


GOTO  7400 

REM  NATURAL  GAS 

PRINT  "AVERABE  ♦  COST  PER  THERM 

OF  NATURAL  6ftS";; INPUT  CO 

E1=INT(E1/ <1 03000 «PC) +0, 5) 

ril=El  *CD 

E2=INT (E2/  ( 10  3000*PC>  +0.5) 

M2=E2»CO 

MS=M1-M2 

FU*="THERMS" : GOTO  7400 

REM  FUEL  OIL 

PRINT  "AVERAGE  «  COST  PER  GALLON 

OF  FUEL  OIL";:  INPUT  CD 
E1=INT(E1/ (138000*PC)+0.5) 
M1=E1 *C0 

E2=INT(E2/<1 38000KPC) +0. S) 
M2=E2*Ca 

MS=M1-M2: FU*=" GALLONS" 
REM  GIVE  RESULTS 
M1=INT (Ml « lOO) / 100 
M2=INT(M2*100> /lOO 

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100    COMPUTE!    JonuOrv,»83 


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KIM-1  Plugable  PROM,  Ram 
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For  KIM-1 

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382  FPJANKLIN  AVE.  •  NUTLEY.  NEW  JERSEY  07110 
(201)  661-2430 


WRITE  OR  CALL  FOR  CATALOG 


Warehouse  Automation 
With  Personal  Computers 


Timothy  Stryker,  Pompono  Beoch,  FL 


While  this  is  not  a  home  application  -  it  does  demonstrate 
the  capabilities  and  sophistication  of  today's  personal 
compitters.  This  is  the  stor\/  ofhoio  a  Commodore  8032 
runs  a  large  warehouse. 

Maybe  you  use  your  personal  computer  for  bal- 
ancing your  checkbook,  or  maybe  you  use  it 
mainly  for  playing  games.  Maybe  you  even  use  it 
to  control  your  furnace  or  air  conditioning  system. 
But  did  you  ever  use  a  personal  computer  to  con- 
trol a  sophisticated  industrial  automated  ware- 
housing system?  We  did,  and  it  worked  out 
great. 

Today's  personal  computers  are  sometimes 
belittled  by  professional  engineers  who  feel  that 
any  computer  suitable  for  home  use  could  not 
possibly  be  appropriate  for  use  in  an  industrial 
environment.  In  many  cases,  they  are  right:  some 
personal  computers  are  not  designed,  mechani- 
cally, for  a  great  deal  of  wear  and  tear,  and  others 
have  numerous  games-related  features  that  would 
prove  less  than  valuable  in  an  industrial  setting. 
Some  personal  machines,  however,  are  reliable 
enough,  both  mechanically  and  electrically,  not 
ony  to  survive,  but  also  to  excel  when  used  in 
industry.  The  Commodore  CBM  8032  is  one  such 
machine. 

The  Project 

Our  customer  originally  started  out  with  an 
ancient  (vintage  1974)  automated  warehousing 
system  based  largely  on  hard-wired  controls.  The 
system  consisted  of  three  automatic  "cranes" 
running  along  tracks  in  the  floors  of  three  separate 
"aisles,"  one  crane  per  aisle  {see  Figure  1). 

Each  crane  could  move  horizontally  up  and 
down  its  aisle,  and  had  a  "bed"  that  could  be 
moved  vertically  up  and  down  a  20  foot  "mast"  to 
reach  packages  at  different  heights  (see  Figure  2). 
Packages  were  arrayed  in  racks  on  both  the  left 
and  the  right  face  of  each  aisle,  and  each  bed  in- 
corporated a  "shuttle"  which  could  move  left  and 
right,  energizing  an  electromagnet  when  neces- 
sary to  pull  a  package  on  board. 

Each  of  the  three  cranes  communicated,  over 
a  300-baud  asynchronous  link,  with  a  single  mas- 


Figure  1:  The  Warehouse  Layout 


Motors, 

etc. 

Mast 
Bed 

Control 
Pane! 


Typical 
Bins  At 


"Picking 

Stations" 

l>~- 

The -- 

"HAT" 

1    1 

ter  controller,  which  sent  out  commands  to  the 
cranes  to  retrieve  various  packages,  replace  others, 
and  so  forth.  The  packages  being  stored  and  re- 
trieved contained  bins  of  loose  parts.  The  idea 
was  to  fill  orders  for  these  loose  parts  by  bringing 
their  respective  bins  to  the  front  of  the  aisles, 
where  human  "parts  pickers"  would  extract  the 
appropriate  parts  and  then  send  the  bins  back 
into  the  racks  until  the  next  time  they  were 
needed. 

Our  mission  was  to  replace  virtually  all  of  the 
electronic  portions  of  this  system  with  modern, 
programmable  equipment.  This  involved  replac- 
ing each  of  the  hard-wired  control  systems  in  the 
cranes  with  microprocessor-based  hardware,  as 
well  as  coming  up  with  a  new  master  controller,  a 
so-called  "Head-of- Aisle  Terminal"  (HAT). 

The  HAT  would  have  to  communicate  with 

jQnuQJV.1983    COMPUTf!     101 


f  jf/ij*  Figure  2: 
1/  1;  \  A  crane,  as  seen 


from  the  front  of  an 
aisle,  with)  its  bed 
partway  up  its  mast 


each  of  the  three 
cranes,  and  would  in 
addition  have  to 
communicate  over  a 
r:  JaWS""  |— m.^v.i«m       4800-baud  "bisync" 
M -'^mB-  -  — flMBP4H[  '^'^^  with  the  cus- 

'  tomer's  remote  IBM 

mainframe.  Simul- 
taneouslv,  it  would 
have  to  provide  for 
operator  input  of  bin 
requests,  display  of  system  status,  diagnostics, 
and  the  like. 

We  had  had  good  results  previously  with  a 
Motorola  6800-based  approach  to  the  replacement 
of  the  crane  hardware,  so  this  is  what  we  used  for 
the  cranes.  When  it  came  to  replacing  the  HAT, 
however,  we  were  momentarily  stumped.  We 
knew  we  wanted  a  CRT  console  for  operator  input, 
and  it  had  to  be  reliable.  In  addition,  the  computer 
part  of  it  had  to  be  easy  for  us  to  program,  and  it 
had  to  be  fast. 

We  would  need  the  ability  to  augment  the 
basic  system  with  things  like  special-purpose  syn- 
chronous (bisync)  communications  hardware.  We 
considered  the  possibility  of  using  an  M6800  in  an 
EXOR-bus  configuration,  with  a  high-speed  asyn- 
chronous line  going  out  to  a  semi-intelligent  ter- 
minal of  some  kind,  but  we  realized  that  this 
would  tend  both  to  bog  down  the  display  and  to 
overload  the  processor. 

What  we  eventually  settled  on  was,  of  course, 
the  CBM  8032.  This  fine  personal  computer  com- 
bines a  6502  processor,  32K  of  RAM,  a  couple  of 
spare  2532-compatible  ROM  sockets,  and  a  com- 
plete memory-mapped  video  driver  circuit,  in- 
cluding the  CRT  tube  itself,  in  a  single  enclosure. 

One  major  advantage  of  the  8032,  from  my 
standpoint,  was  that  1  could  use  it  to  write  most 
of  the  software  needed  in  RPL,  a  language  of  my 
own  design  that  I  had  specifically  optimized  for 
the  development  of  high-speed,  memory-critical 
applications  like  this  one.  You  may  have  seen 
Robert  Baker's  review  of  RPL  in  the  February  1982 
issue  of  Microcomputing;  everything  he  says  in 
that  review  is  the  gospel  truth. 

By  using  RPL,  I  could  see  that  I  would  have 
the  luxury  of  writing  virtually  all  of  the  code  in 
high-level  terms,  resorting  to  assembly  language 
only  for  extraordinarily  time-critical  functions 
such  as  interrupt  servicing,  block  POKEs  to  the 

102    COMPUrei    Jongorv.19S3 


screen,  and  the  like.  In  addition,  the  use  of  the 
RPL  Symbolic  Debugger  would  allow  me  to  test 
and  debug  the  software  in  record  time,  which, 
since  I  was  working  on  a  fixed-price  contract  basis, 
was  important. 

So,  we  cut  our  costs  significantly  by  making 
use  of  the  machine  we  planned  to  sell  as  its  own 
development  system.  The  fact  that  the  video  was 
memory-mapped  meant  that  updating  of  the  dis- 
play could  proceed  at  processor  speed,  yielding 
instant,  random  screen  updating  without  any 
interrupt  overhead.  The  fact  that  the  computer 
and  its  display  were  integrated  in  a  single  cabinet 
lessened  the  potential  mechanical  problems  of 
upset  and  breakage. 

Also,  the  8032's  "memory  expansion  bus" 
allowed  us  to  augment  the  machine's  built-in 
capabilities  with  boards  and  other  components  of 
our  own  design,  physically  located  in  a  separate 
enclosure.  Figure  3  shows  the  external  appearance 
of  the  resulting  HAT:  sharp  and  professional  look- 
ing enough  for  the  most  discriminating  of  tastes. 

Trials  And  Tribulations 

No  project  of  this  magnitude,  of  course,  is  without 
its  share  of  problems.  The  first  was  that  we  would 
need  at  least  8K  of  ROM  space,  thus  consuming 
the  two  spare  4K  ROM  sockets,  for  our  control 
software.  Not  only  did  this  consume  the  available 

Figure  3:  Ttie  hat 


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The  ATRBOGO  is  versatile,  so  it  can  grow  as  you  need  it  to.  Its  handling  of  disk  drives 
is  revolutionary  ...  it  runs  four  5Va"  or  8"  drives,  single  or  double  or  quad  density,  single 
or  double-sided  AND  allows  you  to  mix  them! 

SPECS:  4MHz  ZSO  processor  •  16k  RAM  standard  •  Connects 
to  expansion  port  of  the  ATARI  800/400  •  121/2"  x  11 V2"  x  2'/2" 
gray  and  beige  enclosure  •  Runs  four  drives  of  mixed  definition 

•  Centronics  parallel  and  RS-232  serial  port  (and  printer  drivers) 

•  Runs  single  density  ATARI  DOS  and  existing  ATARI  software 

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CP/M. 


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5V«"  Drive  Cable 
8"  Drive  Adapter 


$49.95 
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$250.00 

CONTACT:  SOFTWARE  PUBLISHERS,  INC. 

250O  E,  Randol  Mill  Rd.,  Suite  125 
Arlington,  TX  76011 
(817)  469-1181 

ATARI  is  a  regislered  trademark  of  ATARI.  Inc.  CP/M  is  a  registered  trademark  ot  Digital  Research.  Inc. 


LETS  GET  SERIOUS 

The  ATARI®  is  a  Powerful  Personal  Computer. 
It's  time  to  get  down  to  business. 


FORECASTER  -  Disk  -  $49.00       STAT  PLUS  -  Disk  -  $49.00 


Forecast  future  events  based  on  past  informa- 
tion. Forecast  profits,  costs,  sales  trends, 
prices,  test  scores,  virtually  anything.  Edit,  save 
on  disk  and  test  various  elements  to  determine 
the  outcome.  Forecaster  effectively  uses  the 
ATARI®  color  and  sound  capabilities.  Forecas- 
ter is  a  powerful  "what  if"  program  -  a  must  for 
business.  24K  disk. 


Stat  Plus  is  the  most  powerful  statistic  tool  we 
have  seen.  Run  sample  space,  mean,  variance 
and  standard  deviation.  Do  probabilities  using 
binomial,  poisson  or  normal  distribution.  Also, 
do  students'  t-test,  Mann-Whitney  U  test  and 
Chi  Square.  Do  linear  regressions;  may  use  1- 
12  independent  variables.  Interact  a  sample 
from  one  module  to  another,  edit,  rank  and 
print  out.  Minimum  24K. 


The  Programmers  Workshop 

5230  Clark  Ave.,  Suite  23 

Lakewood,  CA  90712 

Phone  Orders  (213)  804-1475 


TO  ORDER:  VISA/MasterCard,  check  or 
money  order  accepted,  if  charge,  please  in- 
clude expiration  date  of  card.  Add  $1.50  for 
shipping  and  handling.  California  residents 
add  sales  tax.  Phone  or  mail. 


ATARI  is  a  reqistered  trademark  of  Warner  Communications 


Figure  4:  8032 
Memory  Map 


0-$3FF 
OP  SYS 
RAM 


$400  -  S7FFF 
User 
RAM 


$8000  -  $8FFF  Video  RAM 


S9000  -  SAFFF 
User  ROM  Sockets 


sockets,  but,  more  importantly,  it  also  con- 
sumed (so  we  thought)  the  only  remaining,  non- 
dedicated  portion  of  the  8032's  address  space.  As 
shown  in  Figure  4,  Commodore  supplies  the  8032 
with  32K  of  user  RAM  occupying  addresses  0 
through  S7FFF,  the  memory-mapped  video  dis- 
play RAM  from  $8000  to  $8FFF,  and  the  main 
operating  system  and  BASIC  interpreter  ROMs 
from  $B000' through  SFFFF. 

Now,  there  is  actually  a  little  gap,  running 
from  $E800  to  $EFFF,  which  the  8032  decodes  as 
I/O  space  rather  than  ROM.  It  is  in  this  range  that 
Commodore  has  placed 

its  PIAs  ("Peripheral  In-      ^"^^^^^^^"^^^ 
terface  Adapters",  i.e., 
parallel  I/O  ports)  and 
VIAs  ("Versatile  Interface 
Adapters",  another  flavor 
of  same)  for  communi- 
cating with  the  outside 
worlcl  via  keyboard,  tapes, 
the  IEEE  bus,  etc. 

What  we  did  not  real- 
ize at  first  is  that  not  all  of 
the  address  space  up  there 
is  consumed  by  Commo- 
dore's built-in  devices:  in 
particular,  the  range  from 
$EAOO  up  would  appear  to 
be  available  for  user  use. 
By  the  time  we  perceived 
this,  though,  we  had 
already  committed  to  a 
bank-switched  approach 
involving  the  $CO00  ROM 
{win/  it  had  to  be  the 
$CdOO  ROM  is  too  compli- 
cated to  go  into  here). 

In  so  doing,  however,  we  ran  afoul  of  another 
little  peculiarity  of  the  8032's  design,  which  you 
may  need  to  know  about  if  you  attempt  anything 
like  this  yourself.  This  applies  whether  you  use 
the  $EAOO  area  for  I/O  or  not.  What  it  is,  is  that 
the  74LS244's  (8-bit  tri-state  bus  drivers)  that 
Commodore  uses  to  bidirectionaily  buffer  the 
memory  expansion  data  bus  are  hard-wired  to 
point  in  the  CPU-write  direction  for  all  memory 
accesses  to  addresses  SAGOO  and  above  (for  ad- 
dresses in  the  $9000  to  $9FFF  range,  interestingly 
enough,  this  is  jumper-selectable). 

This  leads  to  the  disconcerting  problem  that, 
whenever  you  try  to  read  from  anything  above 
$A000  on  the  memory  expansion  bus,  the  data 
comes  in  as  garbage  because  the  bidirectional  bus 
drivers  are  stupidly  driving  the  wrong  way.  Our 
solution  to  this  was  to  jumper  the  direction-control 
inputs  of  the  74LS244's  to  a  signal  we  generated 
off-board  which  "knew"  when  a  read  to  the  ex- 
pansion bus  was  occurring  and  inverted  the  drive 

104    COMPUni    Jonuaiv.1iJ83 


SBOOO - SFFFF 

Operating  System 

(BASIC)  ROMs 


$E800 - SEFFF 
I/O  Space 


direction  appropriately. 

Another  little  quirk  worth  noting  (forgive  me 
if  I'm  being  overly  technical  here,  but  these  little 
insights  will  he  worth  about  S2000  apiece  to  you  if 
you  ever  get  involved  in  this  sort  of  thing)  is  that 
the  R/W  inputs  to  the  ROMs  in  the  8032  are  hard- 
wired to  V^.^.,  implying  that  you  cannot  expect  a 
ivrite  to  a  ROM  address  to  disable  the  ROM,  or  for 
that  matter  to  do  anything  reasonable  at  all. 

Why  would  you  want  to  write  to  ROM,  you 
may  ask?  Well,  suppose  you  wanted  to  substitute 
a  2532-compatible  RAM  chip  for  one  of  the  ROMs, 
for  example?  It  won't  work  unless  vou  jumper  the 
socket's  R/W  line  to  the  CPU's  R/W  line  (and,  of 
course,  cut  the  V^^  trace  while  you're  at  it).  Re- 
membering this  can  save  you  days  of  frenzy  and 
heartburn,  when  the  time  comes. 

Once  these  problems  were  out  of  the  way, 
the  rest  of  the  project  went  fairly  smoothly.  Figure 
5  shows  what  the  display  looked  like  during  actual 
operation.  If  you  are  a  Commodore  buff,  you  will 
notice  that  some  of  the  characters  in  the  "Bisync 
Communications  Line"  box  are  not  part  of  the 
standard  Commodore  character  set  -  this  was 
achieved  by  substituting  a  custom  2532  EPROM 
for  the  standard  character  generator  chip  in  the 
8032. 

This  is  remarkably  easy  to  do  if  your  character 
generator  chip  is  socketed  (some  of  the  newer 
ones,  unfortunately,  are  not):  you  just  pop  out 
the  existing  chip,  copy  it,  with  whatever  changes 
you  like,  into  a  2532  (or,  if  you  like,  a  2716),  and 
pop  the  2532  into  the  socket.  We  used  a  model 
2704  PROM  programmer/editor  from  Micro-Link, 
Inc.,  of  Carmel,  Indiana,  and  found  it  easy  as  pie 
and  very  satisfying  at  that. 

Software  Design 

As  you  can  see  in  Figure  5,  our  HAT  has  to  keep 
track  of  a  fair  number  of  things  at  once.  In  order 
to  make  the  system  easy  for  operators  to  control,  I 
used  the  "soft-key"  technique  for  input  of  com- 

Figure  5:  a  Closeup  of  the  hat's  screen 


-.:.:   . 

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WK-^    1  i^B  ■«"? 

;  m  4533 

?l2c        j 

1 

^^^^^^^^^|l[^g[^g^^|B 

BATTERIES 
mCLUOED 


$ 


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00 

per  unit 


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ARBITER  1.4  MULTI-USER  DISK  SYSTEM  FOR  COMMODORE  4.0  COMPUTERS 

OVER  THREE  HUNDRED  IN  USE  ACROSS  ONTARIO 
Since  September  1981  BATTERIES  INCLUDED  has  been  installing  the  ARBITER  system  in  classrooms  of  Commodore  BASIC  4.0 
computers.  The  computers  are  connected  to  CBM  Disk  Drives  and  pnnters.  All  users  have  access  to  all  disk  drives  and  printers  plus  a  host  of 
commands  to  make  this  system  configuration  really  usable! 

THE  ARBITER  1 .4  SYSTEM  IS  READY  TO  GO! 
FEATURES 

1)  Easy  installation. 

2)  Uses  no  RAM  or  Utility  Sockets. 

3)  Up  to  32  computers  in  one  system 

4)  System  self  initializes  on  power  up. 

5)  Operation  is  completely  transparent  to  the  user. 

6)  Extended  commands  allow  a  friendly  multi-user  environment. 

7)  System  design  virtually  eliminates  interleaved  printer  output. 
SPECIAL  COMMANDS 

f"S-     Allows  students  to  protect  files  witfi  a  five  character  password,  A  three  character  user  ID  is  forced  into  the  file  name. 

(<i  L-      Allows  the  students  to  load  protected  files  if  the  password  code  is  known. 

LISTC-Used  to  produce  program  listings  with  a  Commodore  printer.  Clumsy  OPEN.  CMD.  LIST,  PRINT*.  CLOSE  sequence  not  needed.  It  over- 
comes the  listing  problems  found  on  other  multi-user  hardware  systems. 

LISTP  -  Used  to  get  program  listings  on  systems  which  have  an  ASCII  printer.  The  cursor  control  characters  are  expanded  and  displayed  in  brackets, 
e.g.  <home> 

ALL  FILE  TYPES  ARE  SUPPORTED  -  During  relative  or  sequential  file  access  a  delay  has  been  built  in  so  the  computer  will  retain  control  of  the  system 

until  the  file  is  closed. 
TEACHER  UTILITY-Autility  is  supplied  on  disk  to  allow  the  teacherto  produce  a  hardcopy  listing  andoutputfrom  any  of  the  protected  or  unprotected 

files  selected.  Once  the  files  are  chosen  from  the  disk  directory  the  teacher  may  do  other  tasks  while  the  job  is  completed. 

IF  YOUR  CLASSROOM  WAS  DESIGNED  TO  TEACH  COMPUTER  LITERACY  OR 

STRUCTURED  BASIC  THEN  THIS  SYSTEM  WAS  DESIGNED  FOR  YOU. 

Arbiter  and  Arbiter  1 .4  are  copyrights  of  Batteries  Included. 


Announcing  . . .  THE  WHOLE  PET  CATALOG 

A  two  year  compendium  of  the  Midrtite  Software  Gazette  and  other  resources  for 
users  of  Commodore,  CBM,  PET,  and  VIC  computers. 

The  Whole  PET  Catalog  contains: 

•  Over  500  independent  reviews  of  commercial  products. 

•  Over  700  education  programs  reviewed  &  organized  by  course. 

•  Over  200  reviews  of  free  games. 

•  Information  on  over  1 ,800  free  programs. 

•  Information  about  dozens  of  PET  and  VIC  user  groups. 

•  Many  pages  of  tilnts  and  lieips  for  all  Commodore  users. 

•  "Commodore's  Family  Tree",  by  Jim  Butterfield. 

•  Completely  reorganized  and  greatly  expanded  edition. 

•  Typeset  and  printed  full-size  on  bond  paper. 

•  In  all,  320  pages  of  useful  information. 

If  you've  seen  Midnite  before,  directly  or  reprinted  in  theTorPET  newsletter,  here  it  is,  complete  in 
one  volume,  completely  reorganized  for  easy  reference,  and  greatly  expanded  with  new  information 
from  members  of  the  Toronto  PET  Users'  Group. 


"I  still  use  my  copy  of  The  Best  of  the  PET  Gazette  regularly.  It  was  a 
treasure  trove  of  information,  and  a  great  bargain  for  $1 0  tfiree  years  ago.  I 
hope  you'll  feel  the  same  way  about  my  Whole  PET  Catalog  someday. 
Considering  tfiat  it's  tfiree  times  as  long,  completely  organized  by  topic, 
printed  on  bond  paper  instead  of  newsprint,  typeset  instead  of  dot  matrix 
printed,  bound  instead  of  stapled,  and  still  only  $1 0,  in  spite  of  inflation,  I'm 
sure  you  will."  —Jim  Strasma,  Contributing  Editor,  Micro 


Whole  PET 

Catalog 

$8 


252  Bethlehem  Pike 
Colmar.  PA  18915 


215-822-7727 


A  B  Computers 


WRITE  FOR  CATALOG 

Add  S1  25  per  order  for  shipping  We  pay  balance  ol  UPS  surface 
cnarges  on  an  prepaid  orders  Pnces  listed  are  on  cash  discount 
tiasis  Regular  prices  sligtitiy  higher  Puces  suDiecI  to  ctiange 


mands.  This  unsung  ht?ro  of  a  technique,  used  by 
Hewlett-Packard  in  much  of  their  equipment, 
will,  I  predict,  become  the  standard  command- 
input  technique  oi  the  future.  The  idea  behind  it 
is  to  combine  the  best  features  of  menu-driven 
operation  with  the  best  features  of  random- 
command-driven  operation  by  providing  a  set  of 
"soft-keys,"  which,  in  effect,  present  the  operator 
with  a  menu  of  the  currently  allowable  command 
options  at  all  times. 

Normally,  a  keyboard  must  be  designed  with 
soft-key  operation  in  mind  in  order  to  be  so  used, 
but  one  can  sometimes  improvise.  In  the  case 
shown  here,  for  example,  the  soft-keys  are  the 
keys  1  through  9  in  the  8032's  numeric  keypad. 
The  little  block  of  legends  in  the  k>wer  right-hand 
corner  of  the  display  can  be  thought  of  as  appear- 
ing directly  on  the  keys  themselves,  and  the  only 
difference  between  these  legends  and  normal, 
"hard"  legends  is  that  these  legends  chaiii^c  once 
you  have  hit  a  particular  soft-key. 

For  example,  if  you  hit  the  "enable"  soft-key 
on  the  HAT,  the  word  "enable"  is  echoed  onto 
the  bottom  line  of  the  "Text  Area"  shown  to  the 
left,  and  the  soft-key  legends  change  to  offer  you 
the  option  of  enabling  aisle  one,  aisle  two,  or  aisle 
three.  When  you  select  the  aisle  you  want  enabled, 
your  choice  is  echoed  to  the  Text  Area,  and  the 
soft-key  legends  change  again  to  tell  you  that  the 
only  thing  you  can  now  do  is  to  hit  RETURN  (or 
CLEAR,  in  case  you  have  changed  your  mind). 

Once  you  hit  RETURN,  the  command  is  ex- 
ecuted, and  the  Text  Area  display  scrolls  up,  re- 
taining a  record  for  you  of  what  you  did,  in  the 
king's  English.  Very  little  possibility  for  confusion 
here,  especially  when  you  consider  that  this  ar- 
rangement makes  it  pin/siailly  impossible  for  you  to 
enter  a  command  with  invalid  syntax! 

A  fair  amount  of  "human-engineering"  (that 
always  sounds  to  me  like  android  design)  also 
went  into  the  rest  of  the  display  shown  in  Figure 
5.  The  "Bisync  Communications  Line"  box  acts  as 
a  continuous  windoiv  onto  the  line  connecting 
the  HAT  with  its  remote  IBM  mainframe,  so  that 
communications  problems  can  be  easily  diagnosed 
and  corrected.  Bytes  received  are  displayed  here 
in  normal  field  (green  on  black),  while  bytes 
transmitted  are  displayed  in  reverse  field. 

Since  the  HAT  is  on  a  multi-drop,  shared 
communications  line,  it  is  "polled"  in  various 
ways  by  a  network  controller.  These  polling  se- 
quences cause  the  little  circles  beside  the  legends 
POLL,  ACTIVATE,  and  DATA  to  light  up  from 
time  to  time.  This  ability  to  easily  simulate  LEDs, 
discrete  scrolling  windows,  and  so  forth  —  as 
though  designing  a  real,  mechanical  front  panel  - 
is  one  of  the  big  advantages  of  a  direct  memory- 
mapped  video  display.  I  made  the  most  of  it. 

The  upper  part  of  the  HAT  display  is  devoted 

106    COMMIIE!    January,  1983 


to  system  status,  which  is  logically  grouped  by 
aisle.  A  queue  of  pending  bin  requests  is  main- 
tained for  each  side  of  each  aisle,  and  bins  cur- 
rently active  in  each  case  are  highlighted  through 
the  use  of  reverse  field.  Aisle  mode  and  status  are 
displayed  in  English,  with  highlighting  where 
appropriate. 

These  fields  are  all  continuously  updated  in 
realtime  on  the  screen  -  the  memory-mapped 
video  of  the  8032  makes  it  possible  to  maintain  a 
high  data  rate  to  the  lube  with  very  little  processor 
overhead,  while  the  graphics  and  reverse  field 
capabilities  of  the  machine  allow  this  information 
to  be  organized  and  presented  in  a  clear  and 
aesthetically  pleasing  way.  The  fact  that  the  8032's 
display  is  a  full  80  columns  wide  was  certainly  a 
boon  to  us  too,  as  you  can  see. 

No  static  photograph  can  really  give  you  an 
adequate  idea  of  what  the  HAT  screen  looks  like 
when  the  system  is  in  operation.  The  bytes  in  the 
bisync  window  are  constantly  whizzing  around, 
while  the  status  fields  for  each  of  the  aisles  are 
continually  changing  as  the  cranes  go  through 
their  paces.  Meanwhile,  the  bin  queues  are  con- 
stantly filling  up  and  emptying  out,  allowing  you 
to  watch  as  each  bin  request  gradually  moves  up 
in  sequence  until  it  becomes  current. 

The  little  POLL,  ACTIVATE,  and  DATA  lights 
blink  on  and  off  like  mad.  And,  in  spite  of  all  this 
activity,  the  operator  can  enter  commands  to  add 
new  queue  entries,  purge  old  onc^,  enable  and 
disable  aisles,  and  so  forth  whene\'er  he  or  she 
likes,  without  regard  to  what  else  the  system  might 
be  doing  at  the  time.  Operating  the  HAT  actually 
has  a  lot  in  common  with  playing  a  realtime  video 
arcade  game.  It's  (dare  I  say  it?)  actually  fun. 

Everybody's  Happy 

There  is  a  good  deal  more  to  the  HAT,  and  to  the 
system  as  a  whole,  than  1  have  been  able  to  address 
here,  but  1  hope  that  this  has  given  you  some  feel 
for  what  a  personal  computer  is  really  capable  of 
when  pressed  to  its  limits.  The  HAT  and  its  M6800- 
controlled  cranes  have  been  in  operation  for  sev- 
eral months  now  and,  so  far,  have  run  virtually 
trouble-free.  Oin*  customer  reports  system 
throughput  on  the  order  of  double  what  it  was 
before,  and  his  operators  are  happy  because  their 
jobs  are  now  easier  and  less  confusing. 

All  of  this  makes  my  boss  happy  that  we  went 
with  the  CBM  8032,  and  that  makes  me  happy. 
because  I'm  the  one  that  talked  him  into  it.  I'm 
also  happy  that  I  could  use  this  project  to  demon- 
strate the  viability  of  RPL  in  a  highly  demanding 
and  cost-sensitive  application.  The  next  time 
you're  designing  a  process  control  system  for 
serious  industrial  use,  think  twice  about  the  pos- 
sibility of  rounding  it  out  with  a  "personal" 
computer.  © 


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HARDWARE  REQUIREMENTS: 

Commodore  Model  8032  or  SuperPET  or 

8096  Micro-computer 

Commodore  Model  8050  One  Megabyte  Dual  Disk  Drive 

Commodore  Model  4022  (or  Larger)  Printer   . 

Commodore  PET  —  IEEE  cable 

Commodore  IEEE  —  IEEE  cable 


J 


VERSACALC 

VERSACALC 

VERSACALC 

VERSACALC 


TUTORIAL 

UTILITIES 

AND  FILE  MANAGER 

Everything  you  always  wanted  to  do'  with  Visicalc  , 
(but  thought  you  couldn't). 


VERSACALC 

VERSACALC 
VERSACALC 


LC 


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MOW    YOU   CAN: 


SORT  a  Visicalc  screen  on  any  column, 
ascendinq  or  descending;  all  related 
formulas  and  labels  are  sorted  too. 

put  the  entire  disk  CATALOG  on  the 
screen  at  once! 

easily  do  Year-To-Date  accumulations! 

"pound"  formulas  to  expose  the  full 
formulas  in  place  on  the  screen!' 

append  two  Visicalc  files'' 

print  the  contents  of  a  /SS  file! 

print  the  contents  of  a  /PF  file! 

AND  our  EASEL  BINDER  is  so  nice  that 
you  will  put  .your  other  manual  in  it! 


I 


Apple  W 
PET  &  CBM-' 
IBM  PC  ' 
Apple  111' 

■specify  DOS 


Si  00 
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150 
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If  you  use  Visicalc"  but  you  are 
bumping  into  its  limitations,  then  you 
need  Versacalc"!  Versacalc  runs  within 
Visicalc  but  uses  no  extra  memory;  in 
fact,  it  effectively  increases  memory  by 
letting  you  call  in  modules  from  disk  as 
needed. 

A  Tutorial  section  makes  clear  such 
features  as  ^LOOKUP,  DIF,  SNA,  TERROR, 
which  are  not  well  explained  in  the 
Visicalc  manual . 

A  Utilities  section  makes  it  easy  to 
create  your  own  menu-driven  modules  which 
condense  hundreds  of  commands  into  four 
keystrokes.  You  can  build  in  sophist- 
icated error  checking  (e.g.  Is  the  input 
value  between  certain  limits?).  Now  It  is 
possible  for  people  untrained  in  Visicalc 
to  perform  the  weekly  updating  without 
constant  instruction. 

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J 


FRIENDS  OF  THE  TURTLE 


David  D  Thornburg,  Associate  Editor 
Turtle  Graphics  For  The  VIC 

Judging  from  the  amount  of  mail  I  have  received 
on  this  topic,  there  are  thousands  of  VIC  owners 
who  are  waiting  for  the  chance  to  see  turtle 
graphics  on  their  computer.  It  was  thus  with  ex- 
citement that  I  viewed  the  chance  to  try  the  Turtle 
Graphics  program  cartridge  from  HES. 

This  cartridge  comes  nicely  packaged  with  a 
thorough  manual  that  contains  both  a  tutorial 
and  a  reference  section.  The  cartridge  contains  an 
8K  byte  program  that  loaded  immediately  when 
the  VIC  was  turned  on.  Since  the  program  worked 
on  my  vintage  VIC  from  Japan,  I'm  sure  it  works 
on  every  VIC  ever  made. 

I  have  used  this  program  for  a  month  and  am 
quite  ambivalent  about  it.  As  someone  who  uses 
turtle  graphics  packages  of  all  sizes  and  vintages 
for  a  host  of  computers,  I  confess  to  having  a  pre- 
defined set  of  expectations.  In  order  to  help  you 
assess  my  review,  it  is  only  fair  that  I  list  what  I 
feel  are  the  important  aspects  of  WSFN,  Atari 
PILOT,  Apple  SuperPILOT,  Logo,  and  the  Big 
Track  toy  with  a  felt-tip  pen  attached  to  the  back: 

1.  Turtle  graphics  is  just  that  -  a  graphics 
environment.  It  is  capable  of  drawing  con- 
tinuous lines  on  a  screen  (or  a  sheet  of 
paper). 

2.  Turtle  graphics  is  richlv  endowed  with 
commands  that  allow  the  incremental  move- 
ment along  a  heading  and  the  incremental 
rotation  of  the  heading  by  amounts  whose 
values  can  be  stored  in  variables. 

3.  The  highly  interactive  and  experimental 
nature  of  those  who  use  turtle  graphics  most 
effectively  requires  that  graphics  commands 
and  user-defined  procedures  be  capable  of 
execution  directly  from  the  keyboard.  A  true 
immediate  mode  is  present  in  all  my  favorite 
turtle  systems  -  including  the  $40  Big  Trak. 

Unfortunately,  the  Turtle  Graphics  package 
from  HES  fails  all  these  tests  -  and  I  could  have 
made  the  list  longer  with  the  same  result.  My 
biggest  complaint  is  that  this  program  does  not 
use  the  VIC  graphics  mode  at  all,  but  builds  pic- 
tures bv  printing  trails  of  characters  on  the  22 
column  by  23  row  display  screen.  This  restricts 
one  to  very  primitive  pictures. 

1D8    CtJMPUni    .lanuary,  1983 


This  does  not  mean  that  the  program  isn't 
useful.  I  feel  that,  under  a  new  name,  this  program 
can  find  tremendous  application  in  another  field, 
but  more  on  that  later. 

Structurally,  the  program  is  quite  nice.  It 
contains  its  own  line  editor  that  performs  some 
error  checking  before  accepting  each  line.  The 
language  itself  uses  English  language  commands 
that,  in  most  cases,  are  instantly  understood  by 
the  user.  For  example,  TURTLE  COLOR  RED 
changes  the  turtle's  color  to  red. 

When  the  system  is  turned  on,  the  user  is 
presented  with  a  menu  that  allows  the  addition, 
insertion,  deletion  and  replacement  of  program 
lines,  the  listing  and  printing  of  programs,  and 
the  execution  and  tracing  of  programs.  All  aspects 
of  this  menu  driven  system  work  well. 

To  get  a  feel  for  the  language's  syntax,  let's 
examine  a  simple  program  from  the  manual: 

SCREEN  COLOR  YELLOW 

BORDER  COLOR  PURPLE 

TURTLE  COLOR  BLUE 

PEN  DOWN 

TEXT  HI  THERE 

PEN  UP 

CHARACTER  TO  + 

TURTLE  COLOR  GREEN 

MOVE  TO  6-3 

PEN  DOWN 

RIGHTS 

DOWNS 

LEFTS 

UPS 

STOP 

The  first  three  commands  set  colors.  Any  of  the 
standard  VIC  colors  can  be  used.  The  turtle  starts 
with  the  pen  up  (unlike  all  the  other  turtle  systems 
with  which  I  am  familiar),  so  if  vou  want  to  see 
something,  you  must  remember  to  put  the  pen 
down  first.  The  TEXT  command  functions  some- 
what like  the  PILOT  T:  command  in  that  it  prints 
whatever  follows  the  command.  It  does  not,  how- 
ever, allow  you  to  print  out  the  contents  of  vari- 
ables, so  it  can't  be  used  to  print  out  the  results  of 
calculations.  Also,  unfortunately,  there  is  no 
INPUT  command  to  allow  data  to  be  entered  inter- 
actively during  the  execution  of  a  program. 


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Krel's  unique  logical  design  pnmdes  personal- 
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Krell's  College  Board  SAT*  81/82  Prep. 
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the  players  to  assemble  evidence  and 
discern  the  underlying  "Laws  ol 
Nature".  FULL  GRAPHICS  NEWTON 
-  presents  all  data  in  graphic  form. 
This  game  is  suitable  for  children. 
Players  may  select  difficulty  levels 
challenging  to  the  most  skilled  adults. 
Both  Games  $49,95 

Pythagoras  and  the  Dragon 

Mathematics  in  a  fantasy  game 
conteitt.  Baaed  on  THE  SWORD  OF 
ZEDEK  Introduces  Pythagoras  as  a 
mentor  to  the  player  when  called  on 
for  aid,  Pythagoras  poses  math 
questions  and  depending  on  the 
speed  and  accuracy  ot  response, 
confers  secret  information.  With 
Pythagoras  as  an  ally,  the  quest  to 
overthrow  Ra,  The  Master  of  Evil, 
assumes  a  new  dimension  ot  com- 
plexity. Depending  on  the  level  chosen 
problems  range  from  arithmetic 
through  plane  geometry.  APPLE, 
TRS-eO,  PET,  ATARI*  32K       $39.95 


SOFTWARE  CORR 


1330  SltftT  B/OOh  RoKllSlofTyBltiafcNr  117«) 

T*tKrfion*Ste-7St»13« 

flr«ll  SoFtwirt  Ctfp    n»i  n«  s^ficui  Im  «>th  ihi  Coiltfe 

inutKt  EiinhntroA  Swd  a  ttK  EtfvcMoul  fesrint  5trna 

Krrii  11  tnmrm  t  uppl^r  ol  pnriucn  id  tht  H  S 

'ffMtmwIu  at  Aq(M  Comp  Ctfp   Tandi  Corp  CotTMnodve  Cve 

[>|ittl  RfievcA  Dv?  I  B  Ji<  Aran  C«p  Titw*  itK 

Socrates  Chess  Corp. 

N  Y  S  rtwtfctts  Jfld  ate  «' 


m 


The  command  CHARACTER  TO  +  tells  the 
turtle  to  leave  a  trail  of  +  marks  as  it  moves.  It  is 
better  to  think  of  the  turtle  as  carrying  a  rubber 
stamp  rather  than  a  pen.  As  it  moves,  it  stamps 
images  of  characters  on  the  screen.  The  command 
MOVE  TO  6-3  moves  the  turtle  to  the  sixth  column 
and  third  row  of  the  screen.  The  commands 
RIGHT,  DOWN,  LEFT,  UP  move  the  turtle  the 
indicated  number  of  spaces  in  the  indicated  direc- 
tion. Note  that  RIGHT  and  LEFT  are  );of  turn  com- 
mands. They  shift  the  turtle  to  the  right  or  left. 
Movement  is  allowed  to  take  place  only  along 
columns  or  rows,  and  there  is  no  command  that 
lets  the  turtle  move  incrementally  along  a 
diagonal. 

The  user  can  create  labeled  procedures  with 
this  system  and  can  then  invoke  the  procedures 
with  the  USE  command.  Among  other  valuable 
features,  the  user  can  have  the  program  check  to 
see  if  a  particular  symbol  is  underneath  the  turtle. 
This  allows  the  creation  of  simple  maze-following 
programs,  and  is  quite  valuable. 

The  conditional  branching  command,  IF,  is 
quite  non-standard  in  its  use.  Consider  this  ex- 
ample from  the  manual: 

IF(X>2) 

SCREEN  COLOR  BLUE 
JUMP  DONE 
LABEL  FALSE 
SCREEN  COLOR  RED 
LABEL  DONE 

If  the  value  of  X  is  greater  than  2,  then  the  com- 
mands immediatelv  following  the  IF  command 
will  be  executed.  If  it  is  false,  execution  branches 
to  the  next  label.  I  would  guess  that  the  reason 
this  was  done  was  to  make  sure  that  each  program 
hne  did  only  one  thing.  The  IF  command  then 
starts  to  look  like  the  Logo  TEST  command.  I 
would  have  been  happier  if  HES  had  used  TEST, 
IFT  and  IFF,  as  does  TI  Logo.  The  present  con- 
struction is  quite  convoluted  and  cumbersome,  in 
my  opinion. 

While  no  fault  of  HES,  the  aspect  ratio  of  the 
display  screen  makes  any  accurate  correspon- 
dence between  a  procedure  and  a  drawn  figure 
hard  to  detect.  Suppose,  for  example,  that  a  child 
draws  a  square  on  a  sheet  of  paper  and  then  trans- 
lates this  square  to  the  procedure: 

LABEL  SQUARE 
RIGHT  10 
DOWN  10 
LEFT  10 
UP  10 
ROUTINE  END 

When  this  procedure  is  executed,  a  wide 

rectangle  will  be  drawn  on  the  screen.  The  proce- 
dure should  give  a  square,  but  the  aspect  ratio  of 

110    COMPUni    Janyorv.1983 


the  VIC's  character  screen  will  never  let  you  plot 
a  square  with  this  procedure.  Does  this  adversely 
affect  the  child's  understanding  of  programming? 
I  think  so.  This  hunch  has  been  reinforced  by  mv 
limited  testing  of  this  package  with  an  eight-year- 
old  boy  who  certainly  knew  what  a  square  looked 
like.  This  might  seem  like  a  minor  point  to  some, 
unless  they  are  expecting  to  use  this  program  in 
an  educational  environment. 

On  the  positive  side,  I  think  that  Turtle 
Graphics  is  an  excellent  program  lor  the  creation 
of  animated  titles  and  text  displays.  The  user  can 
create  musical  sounds  and  can  adjust  the  rate  at 
which  characters  are  placed  on  the  screen.  Anv 
VIC  owner  who  makes  home  video  tapes  or  who 
needs  an  inexpensive,  eye-catching  attraction  for 
a  retail  display  can  benefit  from  this  package.  In 
fact,  the  cost  of  the  VIC  plus  the  $39.95  Turtle 
Graphics  program  is  far  less  expensive  than  the 
titling  systems  presently  being  sold  to  VCR  own- 
ers. The  VIC's  video  output  connects  easily  to  all 
VCR's,  making  this  a  natural  application  for  the 
system. 

My  recommendation  is  for  HES  to  market 
this  program  to  the  massive  numberof  home  video 
users  who  can  use  it  to  title  their  recordings.  HES 
should  use  the  proceeds  from  these  sales  to  devel- 
op a  true  turtle  graphics  package  for  the  VIC. 

It  is  sorely  needed. 

[Sec  manufacturer's  sialement ,  p.  111.] 

Microwoflds  For  Atari  PILOT 

I  recently  heard  from  Martin  Suey,  an  elementary 
school  teacher  in  Tulare,  California  who  has  been 
making  good  use  of  Atari's  turtle  graphics  in  his 
second  grade  classroom.  After  reading  about  the 
creation  of  microworlds  -  user-controlled  envi- 
ronments which  one  can  change  at  will  -  he  de- 
cided to  see  if  he  could  implement  such  an  envi- 
ronment with  Atari  PILOT.  His  program.  Day  ami 
Ni^ht,  is  designed  for  primary-aged  children.  The 
computer  displays  a  scene  showing  a  house  with 
a  movable  pet  (dog  or  cat)  that  can  be  made  to 
walk  in  front  of  or  behind  the  house.  Pressing  the 
button  on  the  joystick  changes  the  scene  slowly 
from  day  to  night  (or  from  night  to  day). 

Of  technical  interest  to  those  of  you  who  use 
this  language,  Martin's  program  uses  player 
graphics,  priority  data  registers,  and  color  regis- 
ters. The  program  is  controlled  with  a  joystick  in 
port  #1.  Holding  the  joystick  to  the  left  or  right 
moves  the  player  in  the  indicated  direction  (with 
wraparound). 

Pushing  the  joystick  up  moves  the  player 
"behind"  the  playfield  image  (behind  the  house, 
for  example),  and  pulling  the  joystick  down  moves 
the  player  to  the  front  of  the  image.  Pressing  the 
button  causes  the  scene  to  change  from  day  to 


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The  CARDBOARD  6  is  a  fuse 
protected  expansion  interface 
designed  to  allow  the  user  to  access 
more  than  one  of  the  plug-in-type 
memory  or  utility  cartridges  now 
available.  Additionally  it  allows  switch 
selection  of  games  and  other 
programs  now  available  in  the 
cartridge  format,  without  the  necessity 
of  turning  the  computer  off  and  on 
again,  thereby  saving  a  great  deal  of 
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Specifications  and  prices  subject  to  change. 


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©VIC-20  is  a  registered  trademark  of  Commodore 


Manufacturer's  Reply 

In  the  interests  of  providing  readers  with  a  fair 
and  balanced  report  on  the  features  of  a  product, 
we  asked  the  manufacturer  of  VIC  Turtle  Graphics 
to  reply  to  David  Thornburg's  remarks.  The  fol- 
lowing comments  are  from  the  author  of  VICTurtle 
Graphics,  David  Malmberg,  and  from  Human 
Engineered  Software. 

While  I  was  developing  VIC  Turtle  Graphics, 
I  had  a  number  of  design  objectives  in  mind. 
Specifically,  I  wanted  TURTLE  to  be: 

•  Inexpensive  to  buy,  yet  offer  a  good 
value  for  the  price, 

•  Easy  to  use,  yet  "bullet  proof"  and 
friendly  enough  for  first-time  program- 
mers not  to  get  frustrated  when  they 
make  a  mistake, 

•  Usable  with  a  standard  VIC  with  only 
3.5K  of  available  user  memory  and  no 
disk  drive, 

•  Capable  of  fully  exploiting  the  VlC's 
great  sound,  color  and  graphics 
characters, 

•  An  effective  vehicle  for  teaching  pro- 
gramming concepts  to  children  and  other 
first-time  programmers, 

•  Fun  and  educational  to  use. 

On  the  whole,  I  believe  these  objectives 
have  been  met  or  exceeded  in  the  final 
TURTLE  product,  Specifically,  at  $39.95  for  a 
cartridge-based  system  with  a  72-page  tuto- 
rial instruction  manual,  TURTLE  is  an 
economical  and  highly  effective  means  of 
introducing  programming  concepts. 

However,  several  of  the  above  design 
objectives  are  clearly  incompatible  with  Mr. 
Thornburg's  "predefined  set  of  expecta- 
tions." The  most  significant  incompatibility 
is  obvit>usly  TURTLE'S  lack  of  high-resolution 
graphics.  This  omission  was  a  conscious 
decision  on  my  part.  Hi-res  graphics  would 
have  required  that  approximately  4K  of  the 
3.5K  available  to  the  user  in  a  standard  VIC 
be  set  aside  for  a  bit-mapped  video  display 
area.  This  would  mean  that  it  would  take 
extra  memory  and  a  cartridge  slot  e,xpander 
for  it  to  work.  None  of  the  Atari  or  Apple 
Logo  oi'  PILOT  systems  that  Mr.  Thornburg 
cites  as  his  standards  of  comparison  had  to 
deal  with  the  VIC's  limited  memory  -  all  have  at 
least  16K  of  usable  memory  and  several  are  64K 
with  a  required  system  disk  drive.  As  a  result, 
such  a  comparison  is  quite  unfair.  Had  the  de- 
velopers of  these  systems  had  only  3.5K  to  work 
with,  they  probably  would  not  have  opted  for  hi- 


res either. 

Furthermore,  it  is  not  cleeir  that  hi-res  is 
as  important  to  the  child  who  is  being  intro- 
duced to  programming  concepts  as  it  is  to 
Mr.  Thornburg.  Does  the  novice  programmer 
learn  more  and/or  have  more  fun  if  his  turtle 
draws  a  line  in  hi-res  than  if  it  draws  a  "line" 
made  of  VIC  graphic  characters,  such  as  red 
hearts  or  green  diamonds?  I  think  not.  The 
acts  of  planning  and  debugging  the  drawing 
seem  to  me  to  be  much  more  important  to 
developing  skills  in  the  child  than  the  aesthe- 
tics or  resolution  of  the  lines  used. 

Let  me  correct  a  few  possible  misun- 
derstandings that  might  result  from  reading 
the  review: 

1.  The  VIC,  like  all  Commodore  com- 
puters, has  an  extensive  gpraphic  charac^ 
ter  set.  When  combined  with  the  VIC's 
palette  of  eight  colors,  it  is  possible  to 
create  some  dramatic  displays.  Only  if 
you  lack  imagination  would  you  be 
restricted  to  "very  primitive  pictures." 

2.  TURTLE  does  have  turn  commands; 
and  the  square  in  the  example  could 
also  have  been  drawn  with: 

LOOP  4 

FORWARD  5 

TURN  RIGHT  (OR  TURN  LEFT) 

LOOP  END 

3.  Movement  on  the  diagonal  is  possible 
bv  using  the  MOVE  TO  ROW  -  COL- 
UMN (not  COLUMN  -  ROW  as 
explained  by  Mr.  Thornburg).  This  com- 
mand causes  the  Turtle  to  move  to  the 
specified  location  by  the  most  direct 
path.  If  the  PEN  is  DOWN,  a  trail  of 
graphic  characters  will  be  left  behind. 

4.  If  someone  is  bothered  by  the  VIC 
display  screen's  aspect  ratio  and  its  ina- 
bility to  draw  perfectly  square  squares,  I 
suggest  they  relabel  the  procedure  as 
BOX,  rather  than  SQUARE.  The  aspect 
ratio  is  certainly  not  enough  of  a  problem 
to  conclude  that  TURTLE  has  no  value 
in  an  educational  environment  -  as  Mr. 
Thornburg  implies. 

Even  though  I  disagree  with  the  overall 
tenor  and  conclusions  of  the  review,  Mr. 
Thornburg  did  make  several  good  observa- 
tions. His  identification  of  the  need  for 
INPUT  and  PRINT  statements  that  can  han- 
dle variables  is  quite  valid.  His  suggestions 
on  ways  to  improve  the  IF  statement  are 
good.  These  and  other  improvements  are 
currently  being  incorporated  into  a  version 
of  Turtle  Graphics  for  the  Commodore  64. 


112    COMPUTB    Jonuory,1983 


TYPE-SHARE  TYPESETTING 

EDUCATIONAL  SPECIALISTS 

SILICON  OFFICE  SPECIALISTS 


ONE  STOP  CENTER 
for 


fioop 


SOUTHERN  CALIFORNIA 

MAINTENANCE  CENTER 

FOR  COMMODORE  EQUIPMENT 


^s  commodore 


VIC-VILLE'"  SOFTWARE 


division  of  Data  Equipment  Supply  Corporation 


BOSS  (c)  by  Kavan  Software 


Exclusive  distributors  of 
Kavan  Software 


M^ 

JJ 

m 

sT    IH 

■TT" 

m 

s^H 

■1 

'a' 
H 

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1 

D  IE  1 F  \G\ 

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• 
■si- 
• 


0  .  ©: 


15 


SIH 
2O00 


o , ©o . eo 


r/7e  Definitive  Ciiess  Game 
for  the  VIC-20 

10  Levels  of  Play 

Beats  Sargon  II 

Tw/o  Clocks 

Wide  range  of  opening  moves 

En  passant,  queening,  castling 

Change  screen  and  board  colors 

Cassette 

Requires  8K  minimum  expansion 

100%  macliine  language 

$39.95 


BONZO  (c)  by  Kavan 


HOPPER 


PIT  (c)  by  Kavan 


Commodore  64  YAHTZEE 


|gt  ;.::;@    ::  Ml       Mi       6^ 
"jajcnrxjzT-n-L^nrr  I  i  rrju 


-3^-Li^a^ 


One  of  the  most  popular  garnes  in 
Europe.  You  conirol  BONZO  as  rte  climbs 
the  ladders  and  picks  up  the  point  blocks. 
Watqh  out  for  the  alien  guards.  lOOVa 
machine  language,  cassette  based. 
Joystick  or  keyboard,  minimum  flk  ex- 
pansion. $20.00 


-LA  J.  1 

Avoid  the  cars,  dragsters,  buildlnes.  lofls 
and  oiher  obstacles  to  bfing  ih©  frog 
safely  home.  Machine  language  for  fast 
and  smooth  arcade  action.  Joystick,  stan* 
dard  VIC.  $20.00 


I  i 


.asfV'tu  ',i,*' 


mm 


'.     HB-ffiC  M 


BONZO  strikes  again  as  he  takes  money 
bags  out  of  the  pit,  Avoid  Ihe  alien  rain  by 
standing  under  the  shields.  Every  succes- 
sfully removed  bag  of  money  reinforces 
your  sheilds.  lOO^/a  machine  language, 
cassette  based.  Joystick  or  keyboard, 
standard  VIC.  $18.00 


Commodore  64  version  of  the  famous 
dice  game.  10  player  capacity.  Watch 
dice  roll  across  the  screen.  Automatic 
tabulation  of  score  and  bonuses.  Sprite 
graphics  and  sound.  Cassette  based. 

$20.00 


Night  Crawler  $25>00 

by  Inleresling  Sottwara 

Shoot  dovs'n  centipedes,  spiders,  mushrooms  and  ad 
Kinds  of  bugs  before  they  get  you,  Machine  language 
arcade  action  on  standard  VIC  with  joystick, 

The  Black  Caslle  (20.00 

Adventure,  travel  the  countryside,  fight  demons,  buy 
goods,  storm  {he  castle,  flequlres  3k  or  more  expan- 
sion. 

A  Maza  Ing  $12.00 

Travel  through  the  maze.  Game  or  skill  and  tense  ac- 
tion. Standard  viC. 

Gobbler  $11.00 

Sounds  easy?  You  have  25  seconds  to  get  him  and 
the  time  gets  shorter  at  each  higher  ievel.  Standard 
VIC. 

Hang  U  SI  2.00 

Traditional  Hangman  plays  against  the  VICs  250 
word  dictionary  or  another  person,  Standard  VIC. 

Coggle  S11.00 

Compu^e^^2ed  version  of  Boggle,  Standard  VIC. 

Gold  Brick  $14.00 

Many  levels  of  play,  sound,  and  coior. 

Complete  descriptive  catalog  $2.00 


3-D  Labyrinth  $14.00 

Escape  irorn  the  labyrinth.  Shown  in  3'D  perspective 

view  with  randomly  generated  mazes.  Standard  VIC. 
Air  Strike  $11.00 

F[y  the  new  super  bomber  V-20  on  a  mission.  Stan- 
dard VIC. 
Attack  on  Silo  III  $12.00 

You  are  Ihe  commander  of  Silo  III.  Defend  your 

country.  Standard  VIC 
Baseball  Strategy  $12.00 

The  excitement  of  baseball  as  a  vtdeo  strategic 

game.  Standard  Vic. 
Vic  Poker  $14.00 

Play  poker  against  the  viC.  Hi-res  graphics  and 

sound.  Standard  VIC, 
Frogger  by  (c)  Kavan  $14.00 

Eat  the  Mies  and  avoid  the  car.  Standard  ViC. 
Space  PhreekB  $25.00 

by  Intereitlng  Software 

Pilot  the  spaceship  "Inlinity"  and  fight  the  "Space 

Phreeks".   15  different  attack   patterns,  33  levels. 

Machine  language,  arcade  quality.  Standard  ViC, 

joystick. 

Dealers  Welcome  -  Authors  Wanted ! 


Mall  Ing  Ll>l  S2S.00 

Keep  mailing  list,  prtni  reports,  labels.  Bk  expansion 

or  16k  expansion  required. 
Aglro-Mlnera  S17.00 

Hi-res  graphics  and  sound  space  game.  Requires  3k 

or  Bk  expansion. 
Paruar  Attack  $14,00 

Enemy  tanks  are  attacking  and  you  must  destroy 

them.  Hi-res  graphics.  Standard  VIC. 
Pedeatrlan  Polo  $14.00 

Drive  your  car  thru  the  streets.  Based  upon  Death 

Race.  Standard  VIC. 
YalitzM  $12.00 

Solitaire  version  ot  this  famous  dice  game.  Standard 

ViC, 
Commodsra  64  Software  Available  Now  II 

64  Monopoly  from  AP  Software 

64  Malllns  Ulal  from  VIC-VIUE"  Soltware 

64  Flninca  from  VIC-VILLE'"  Software 

64  Time  Manager  2.0  horn  TOIL  Software 

Look  for  more  64  Software  from  VIC-VILLE'"  &  got  on  our 
mailing  list  for  all  64  updates  and  users'  group. 

Add  $3.00  for  shipping  &  handling 


Network  your  CBM,  VIC  and  COMMODORE  64  with  the  PET  SWITCH  and  VIC  SWITCH  from  DATATRONICS. 

Distributors  for  Datatronic  AB 


(714) 
778-5455 


Data  Equipment  Supply  Corp.  (213) 

8315  Firestone  Blvd.,  Downey,  CA  90241  923-9361 


night  or  vice  versa.  Michael  is  interested  in  hearing 

from  those  of  you  interested  in  those  types  of 
educational  applications.  1  will  gladly  forward 
any  comments  to  him. 


10  GRiQUIT 

20  R:  WRITTEN  SEPTEMBER  11,1982 

30  C:3B1373=16 

40  C:3>B1374  =  2 

50  WRITEiS; 

60  WRITEjS; 

70  WRITEsS; 

80  WRITE:S;{4  SPACES>Day  and  Night 

90  WRITE:S; 

lOO  WRITE:S;C9  SPACES>by 

1 iO  WRITE: S; 

120  WRITE:S;<:5  SPACES}  Mar  t  i  n  Suey 

130  «COUNT 

140  C:#C=#C+1 

150  J («C=500) : *CLEAR 

160  J: *COUNT 

170  «CLEAR 

180  6R: CLEAR 

190  *TURTLE 

200  C;3B70S=20 

210  C:3B709=196 

220  C:3710=16 

C; «L=126 

♦  LITE 
250  C:ttP=0 
260  C;#L  =  #L-t-2 
270  C:3B712=#L 
280  J  <ttL=134)  : tDAV 
290  *KNT 
300  C:#P=«P+1 
310  J <ttP=100) : *LITE 
320  J:»KNT 
330  »DAY 
340  BR; PEN  ERASE 


590  GR 
DR 


230 
240 


350 
360 
370 
380 
390 
400 
410 
420 
430 

440 

450 
460 
470 
4SO 
490 
500 

510 


GR:  BO 
GRsGO 
GR:  GO 
GR:GO 
GR:  GO 
GR:  GO 
BR:  PE 
GR:GO 
GR:2  ( 

90) 
GR:PE 
BR:  SO 
BR:  3  ( 
GR:FI 
6R:  PE 
BR:  GO 
GR:2  ( 

90) 
GR:  GO 


TO  - 
TO  - 
TO  - 
TO  O 
TO  5 
TO  7 
N  RE 
TO  1 
DRAW 

N  BL 
30; 
DRAW 
LL  3 
N  YE 
TO  2 
DRAW 

TO 


74,10;5(DRAW  4 ; TURN  144) 
50,30;5(DRAW  BjTURN  144) 
30,15;5<DRAW  S;TURN  144) 
,40;5(DRAW  SjTURN  144) 
0,25;5(DRAW  BjTURN  144) 
4,42;5<DRAW  4iTURN  144) 
D 

0,-20jTURNT0  O 
30;TURN  90;DRAW  40;TURN 

UE 

TURN  30  ' 

40; TURN  120) 
9 

LLOW 
6,-20;TURNT0  O 

10;TURN  90;DRAW  10;TURN 


-79,  -32; FILL  1  1 


10 


520  GR:GOTO  26,-20;FILL 

530  GR:PEN  RED 

540  GR:GDTO  10.-20;FILL  30 

550  GR:GOTO  36,-20;FILL  10 

560  GR:60T0  -30 , -20 ; TURNTO  0 

570  GR:iO(DRAW  5;TURN  90;G0  2;TURN  90 

;DRAW  5;TURN  -90;G0  2;TURN  -90) 

5B0  GR:GOTO  51, -20; TURNTO  0 


600 

610 

620 

630  C: 

640  C: 

650 

660 

670 

680 

690 

700 

710 

720 

730 

740 

750 

760 

770 

780 

790 

800 

810 

820 

830 

840 

850 

860  C: 

870  »M 

880  J  ( 

890  J  ( 

900  J  ( 

910  J  i 

920  J  < 

930  J  : 

940  «L 

950  C: 

960 

970 

980  *R 

990  C: 

lOOO  C 

1010  J 

1020  * 


C: 
C: 
C: 


C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 
C: 


C: 
J: 


:  a  (D 
AW  5 
S)B55 
#1=3 
SB54 
S>B53 
3B70 
3B53 
3B53 
ttJ  =  # 
#Y  =  « 
3B»Y 
ttY  =  « 
SB»Y 
ttY  =  « 
3B#Y 
ttY  =  « 
»»B#Y 
♦»Y  =  # 
3B#Y 
ttY  =  # 
3B#Y 
#Y  =  # 
3B#Y 
«Y  =  « 
3B#Y 
«Y  =  # 
3B#Y 
#X  =  1 
OVET 

■/.Ta= 

7.J0  = 
7.JO  = 
7.JO  = 
7.J0  = 
«MOV 
EFTT 
ttX=# 
3B53 
«MOV 
IGHT 
«X=# 
:3B5 
:  *M0 
PLAY 


RAW 
;TU 
9  =  6 
BIO 
279 
277 
4  =  2 
256 
248 
1*2 
J  +  1 
=  3 
J  +  I 
^5 
J  +  l 
=  6 
J  +  I 
=  58 
J  +  l 

=  io 

J  +  l 
=  21 
J  +  l 
=  76 
J  +  l 
=  12 
J  +  l 
=  20 


5;TURN  90;G0  2;TURN  90; 
RN  -90;G0  2s  TURN  -90) 
2 

6-32 
=  «I 
=  3 
OB 
=  0 

=  125 
56+1024 
60 

61 


63 

64 

O 

65 

2 

66 

67 

6 

68 

2 


1 ) : *CAT 

2) : JPLAYERT 

1 ) : «PFT 

4) : tLEFTT 

8) : *RIGHTT 

ET 


=  «X 


X-i 

248  = 

ET 

T 

X  +  1 

324B=#X 

VET 

ERT 


1030 

104  0 

1  050 

1060 

1070 

1080 

1090 

1  lOO 

1  1  lO 

120 

130 

140 

150 

160 

170 

180 

1  190 

1200 

1210 

1220 

J230 

1240 

1250 

1260 

1270 

1280 

1290 


C:  SB 
J:  *M 
*PFT 
C:  3B 
J:  tM 
»CAT 
C:  3B 
C:  3B 
C:  3B 
C:  #D 
*DAR 
C:  #P 
C:  «D 
C:  S>B 
J  (#D 
«KOU 
C:  #P 
J  (#P 
J:  «K 
»NIT 
C:  *E 
«BLA 
C:  #P 
C:  #B 
C:  S)B 
J  (#B 
*CNT 


623=1 
OVET 

623  =  8 
OVET 

708=228 
709=192 
7  10=16 
=  134 
K 

=  o 

=  #D-2 

712=#D 

=12B) : *NITE 

NT 

=  I*P  +  1 

=100) : «DARK 

OUNT 

E 

=  4 

CK 

=  0 

=  #B-2 

712=#B 

=0) : «SCENE 


1M     «»MPUIS!     Jaruory.1983 


1300 
1310 
1320 
1330 
1340 
1350 

1360 

1370 

1380 
1390 
1400 
1410 
1420 

1430 
1440 
1450 

1460 
1470 

14B0 
1490 
1500 
1510 
1520 
1530 
1540 

1550 
1560 
1570 
1580 
1590 
1600 
1610 
1620 
1630 
1640 
1650 
1660 
1670 
1680 
1690 
1700 
1710 
1720 
1730 
1  740 
1750 
1760 
1770 
1780 
1790 
1800 
1810 
1820 
1830 
184  0 

laso 

1860 
1870 

laso 

1890 
1900 
1910 
1920 
1930 
1940 
1950 


C:#P=«P+1 

J («P=100) : «BLACK 

J: «CNT 

(SCENE 

6R:PEN  RED 

GR:BDTO  -74  ,  1  O  ;  5 ( DRA W  4 ; TURN 

) 

GR:GOTO     -SO , 30; 5 ( DRA W     S;TURN 

) 

GR:60T0     -30 , 1 5 ; 5 (DRAW     S;TURN 

) 

GRiGOTQ  0,40; 5 (DRAW  6;  TURN  1 

GR:GOTD  50,25;5(DRAW  8;TURN 

GR:GOTD  74,42;5(DRAW  4;TURN 

GR:GDTO  1  0 , -20; TURNTD  O 

eR:2(DRAW  30;TURN  90;DRAW  40 

N  90) 

GR:PEN  ERASE 

GRzGOTO  -30, -20; TURNTO  O 

GR:10(DRftW  5;TURN  90 ; GO  2;TU 

0;DRAW  5;TURN  -90;G0  2;TURN 

GR:GOTO  51 , -20; TURNTQ  6 

BR:a(DRAW  5;TURN  90;G0  2;TUR 

;DRAW  S;TURN  -90;G0  2;TURN  - 

GR:PEN  BLUE 

GR5GO  30;TURN  30 

GR:3(DRAW  40;TURN  120) 

GR-.  FILL  39 

GR:PEN  YELLOW 

GRiGOTO  26, -20;TURNTa  O 

GR:2(DRAW  10;TURN  90;DRAW  10 

N  90) 

GRiGOTD  -79,-32;FILL  11 

GR:60T0  26,-20;FILL  lO 

GR:PEN  RED 

GR:GOTO  10,-20;FILL  30 

GR:GOTD  36,-20;FILL  10 

C:  S)B559  =  62 

C: «I=3B1 06-32 

C:  S>B54279  =  «I 

C: 3B53277=3 

C: 3B704=6 

C: »B53256=0 

C: 3853240=1 25 

C:  #J  =  *I t256+1024 

C:  «Y  =  #J  +  160 

C:  3BitY=10 

C:#Y=»J+161 

C: 3B«Y=14 

C:  «Y  =  «J  +  162 

C: 3B«Y=21 

C:  #Y  =  ltJ  +  163 

C: 3B#Y=219 

C: «Y=»J+164 

C: 3B«Y=6a 

C: «Y=»J+165 

C: 3B«Y=124 

C:  *Y=*tJ  +  166 

C: 3B«Y= 124 

C:  «Y  =  «J  +  167 

C:5)B#Y  =  68 

C: «Y=«J+169 

C: 3B#Y=170 

C:  «Y  =  «J  +  168 

C: 3B«Y=202 

C:#X=125 

JMOVE 

J  (■/.TS=t  )  :  *TURTLE 

J  <7.JO=2)  :  tPLAYER 

J  (7.JO=l  )  :  *PF 

J  (7.J0  =  4>  :  tLEFT 

J  <7.J0  =  8)  :  «RIGHT 

J: tMOVE 


1960 

«LEFT 

1970 

C:  «X=«X-1 

19  BO 

C: 3653248= 

=  »X 

1990 

J: »MDVE 

2000 

tRIGHT 

144 

2010 

C:  «X=«X  +  1 

2020 

C: 3853248= 

=»x 

144 

2030 

J: *MQVE 

2040 

tPLAYER 

144 

2050 

C:3B623=1 

2060 

J: »MOVE 

44) 

2070 

tPF 

144) 

2080 

C: 3B623=B 

144) 

2090 

J: *MOVE 

;TUR 


RN  9 
-90) 

N  90 
90) 


;  TUR 


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THE  WORLD  INSIDE  THE  COMPUTER 

A  New,  Improved  Computer 
Friend  For  Your  Apple 

Fred  D'tgnazto,  Associate  Editor 


This  column  catches 
me  in  the  midst  of  a 
move  from  Chapel 
Hill,  North  Carolina, 
to  Roanoke,  Virginia. 
Most  of  my  dozen 
computers  are  still  in 
Chapel  Hill  being 
looked  after  by  a 
trusted  babysitter. 
My  roof  leaks,  my  shower  floods  the  bathroom 
floor,  my  study  is  buried  in  boxes,  and  Catie  and 
Eric  just  came  down  with  ear  infections. 

In  addition  to  their  sore  ears,  Catie  and  Eric 
are  going  through  something  you  might  call  "com- 
puter-starvation shock."  They  think  they  are  still 
a  multi-computer  family,  and  they  brag  about  it 
to  all  their  friends.  They  gather  a  horde  of  neigh- 
borhood kids  with  the  promise  of  a  dozen  beeping, 
flashing  computers.  They  climb  the  stairs,  peek 
into  my  study,  and  what  do  they  see?  One  lone 
computer.  A  rather  sad-looking  machine,  vintage 
1977.  It  doesn't  talk,  doesn't  make  pictures, 
doesn't  play  music.  What  a  letdown! 

Thanks,  Chuck! 

It's  times  like  these  when  you  readers  come  in 
handy.  Thanks  to  one  reader  -  Chuck  Johnston  of 
Manhattan  Beach,  California  -  I  can  still  provide 

Fred  D'Igiiazio  is  m  cotiipiiter  eiitlnisiasl  and  author  of  several 
books  on  coiiifniters  for  i/ouiig  peopjie.  He  is  presently  working 
on  two  major  projects:  he  is  writing  a  series  of  books  on  how 
lo  create  graphics-and-soiind  adventure  games.  He  is  also 
working  on  a  computer  mystery-and-ndventure  series  for 
young  people. 

As  the  father  of  two  young  children,  Fred  has  become 
concerned  with  introducing  the  computer  to  children  as  a 
wonderful  tool  rather  than  as  a  forbiddiiig  electronic  device. 
His  column  appears  monthly  in  COMPUTE!. 

116    COMPUrei    janucirY,1983 


you  with  a  useful  column  this  month. 

Chuck  recently  sent  me  a  program  he  wrote 
that  modifies  my  "Talking  Head"  program  for  the 
Apple.  In  my  opinion,  Chuck's  program  is  a  sub- 
stantial improvement  on  the  original  version.  It's 
exactly  the  kind  of  feedback  I'd  like  to  get  from 
my  readers.  Thanks,  Chuck! 

Below  is  Chuck's  letter  and  his  program: 

/  a)u  writing  in  regard  to  your  cohinni  zi^hicli  appears 
iu  the  Scpleuibcr  ;ssi;t' 0/  COMPUTE!  Magazine.  I  found 
your  article  interesting,  but  the  cha)igcs  you  suggest 
for  the  Apple  II  were,  in  my  opinion,  niadequate. 

The  Apple  is  incapable  of  printi)ig  a  reverse  slash 
(as  is  this  ancient  typewriter},  so  the  head  shape  you 
designed  does  not  ivork.  Also,  you  suggest  deleting  the 
souihI  stdwutifie,  but  it  tnakcs  the  program  iinich  more 
hiteresting.  I  have  revised  your  program  to  run  on  the 
Apple  and  thought  you  might  like  to  see  if.  I  also  failed 
to  understaiui  why  you  didn't  draw  the  head  usifig 
graphics;  as  you  can  see,  the  resulting  aniniatio}i  is  much 
more  effective. 

Included  also  is  a  sound  driver  program  for  the 
Apple  in  line  20,  since,  as  lue  know,  the  Apple  is  only 
capable  of  rudimei}tary  buzzes  and  clicks  in  Applesoft.  It 
is  POKEd  into  memory  at  $0300  and  the  POKEs  in  the 
sound  subroutines  are  as  follows:  POKE  768, x  (where 
X  is  a  number  between  1  and  255)  sets  the  tone  frequency. 
POKE  769, y  (y  also  between  1  and  255)  sets  the  tone 
duration .  In  the  program  enclosed  I  used  the  same  values 
as  the  original  program;  whether  it  sointds  the  same  is 
unlikely,  but  with  some  adjustment  it  could  come  close. 
Well,  I  hope  you  like  the  program  and  thank  you  for 
your  time. 

Chuck  Johnston 


10   REH  t»»  POKE  SOUND  DRIVER  INTO  MEMORY 

20  FDR  I  =  770  TO  795:  READ  M:  POKE  I.M:  NEXT 


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Fred  D'Ignazio,  Associate  Editor— Compute.',  Associate  Editor— Soffs/o'e, 
Author  of  bestseller— /Ca//e  and  the  Computer 

We  hope  you've  been  using  your  ATARI  for  more  than  just  games ...  it  is,  and  con  be,  a  valuable  educational  fool  for 
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MATH  AND  NUMBER  SKILLS  i 


Count  With  Me 


Number  Recoanition 


Addition 


Subtraction 


Add.-Verticai/Horizontal 


Sub.-Verlical/Horizontal 


Advanced  Addition/Subtraction 


Ones  and  Tens 


LANGUAGE  SKILLS 


A  Dhabet  Recoanition 


*  Letter  Seauence 


Like  Svmbol  Discrimination 


•  Different  Symbol  Discrimination 


Pricing  Information 

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Chapel  Hill,  NC  27514 


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40 

50 

100 

120 

500 

510 

520 

530 

540 

550 

1000 
1010 
1020 
1035 
1040 
1050 
1060 
1070 
lOBO 
1085 
1090 
llOO 
1110 
2000 
2005 
2006 

2010 

2015 
2020 
2033 
2035 
2040 
2050 
3000 
3010 
3040 
3050 
3051 
3060 
3070 
3075 
3080 

3090 
3095 

3110 
3200 
3210 
3220 
3265 
3267 
3270 
4O0O 
4010 
4020 
4030 
4040 
40B0 
4625 
4800 
4810 
4820 
4830 
4840 
4880 
5000 
5010 
5020 

5025 

5030 

5035 


GR  :  HOME 

FOR  P  =  1  TO  800s  NEXT 

REM  «*«DIMENSION  VARIABLEB 
N  =  Is  REM  « MESSAGE  POINTER 
REM   ««*  FRIEND  MASTER 
BOSUB  1010:  REM 
2010:  REM 
3210!  REM 
2010:  REM 
:  PRINT  : 


»FRIEND  WAKE  UP 
*FRIEND  TALK 
»STORE  CHILD'S  NAME 
♦FRIEND  TALK 


PRINT 


PRINT  :  PRINT 


BOSUB 
BOSUB 
BOSUB 
PRINT 

END 

REM  t*t  FRIEND  WAKE  UP 

eOSUB  5010:  REM 

GOSUB  5410:  REM 

FOR  P  =  1  TO  800 

GOSUB  4000:  REM 

GOSUB  5460s  REM 

FOR  P  =  1  TO  600 

GOSUB  5320:  REM 

FOR  P  =  1  TO  100 
M  =  0:  GOSUB  4820 

GOSUB  5460:  REM 

FOR  P  =  1  TO  800 

RETURN 

REM  ««*  FRIEND  TALK 

REM   «  SELECT  MESSAGE 
N  =  N  +  1:  REM   t  SET  POINTER  TO  NEXT  M 
ESSAGE 

READ  SNUM:  REM   *  SNUM  =  NO. 
ES  IN  BET 


♦  DRAW 

FACE 

*DRAW 

SLEEPING  EYES 

NEXT 

*WAKE 

UP  BELL 

«DRAW 

OPEN  EYES 

NEXT 

*WINK 

EYE 

NEXT 

REM 

«WINK  NOISE 

*DRAW 

OPEN  EYES 

NEXT 

OF  MESSAG 


1  TO  SNUM 
■3010:  REM   *FRIEND  TALK— 1  SCREEN 
=  1  TO  1000:  NEXT 
5510:  REM  *  CLEAR  MESSAGE  WINDOW 


FRIEND  TALKING — 1  SCREEN 

REM   »SET  VERTICAL  TAB  FOR  TEXT 


"-1 


"  THEN   RETURN 
THEN  M*  =  N» 

" ;  :  GOSUB  5250 
REM   « FRIEND  SOUND 

NEXT  s  REM   »KEEP 


MOU 


»CLDSE  MOUTH 
NEXT  :  REM 


*KEEP  MO 


FOR  K 

GOSUB 

FOR  P 

GOSUB 

NEXT 

RETURN 

REM  *t* 
PY  =  21: 

READ  H* 

IF  M*  = 

IF  M»  = 

VTAB  PY 

PRINT  M»; "  ' 

GOSUB  48101 

FDR  P  =  1  TO  50l 
TH  OPEN 

GOSUB  5200!  REM 

FOR  P  =  1  TO  100s 
UTH  CLOSED 

GOTO  3040 

REM  »««  FRIEND  ASKS  CHILD'S  NAME 

REM 

VTAB  21:  HTAB  10s  INPUT  N» 

FOR  P  =  1  TO  75:  NEXT 

GOSUB  5510!  REM  »  CLEAR  MESSAGE  WINDOW 

RETURN 

REM  t**WAKE  UP  BELL 

POKE  768,30:  POKE  769,105s 

FOR  P  =  1  TO  100;  NEXT 

POKE  768,20:  POKE  769,132: 

RETURN 

RETURN 

FOR  P  = 

REM  **» 
M  =   INT 

FOR  A  = 

POKE  768,3: 

NEXT 

RETURN 

REM  «»*  FRIEND'S  FACE 

GR 

COLOR=  9:  PLOT  20,10: 
19,21  AT  11 

COLDR=  7!  PLOT  20, 13! 
!  HLIN  17,23  AT  16:  HLIN  17,23  AT 

COLDR=  2:  HLIN  18,22  AT  15:  HLIN 

AT  17:  HLIN  17,23  AT  19 

C0LOR=  11:  FOR  I  =  20  TO  31:  HLIN  17,2 
3  AT  I:  NEXT  :  PLOT  16,24s  PLOT  24,24:  HL 


CALL  770 


CALL  770 


1  TO  15: 

NEXT 

FRIEND'S 

VOICE 

<  RND  (1) 

»  51) 

+ 

15 

M  +  25  TC 

M  STEP 

-  8 

,3:  POKE 

769, A: 

CALL 

770 


PLOT  20, 12:  HLIN 


HLIN  19,21 


AT  14 

IB 

17,23 


IN  18,22  AT  32:  HLIN  18,22  AT  33 

5040  COLOR=  12:  HLIN  16,24  AT  34:  HLIN  15,2 

5  AT  35:  HLIN  15,25  AT  36:  HLIN  14,26  AT 

37 

5050  COLOR=  1:  HLIN  19,21  AT  28 

5200  REM   ***CLOSE  MOUTH 

5220  POKE  1BS2, 177 

5230  RETURN 

5250  REM  ***  OPEN  MOUTH 

5260  POKE  1B?2,16 

5280  RETURN 

5300  REM   ***LEFT  EYE  WINK 

5320  POKE  1467,176:  POKE  1469, i90 

5330  FOR  I  =  1  TO  150:  NEXT 

5340  RETURN 

5400  REM   ««*EYES  ASLEEP 

5410  POKE  1467,190:  POKE  1469,190 

5420  RETURN 

5450  REM   t**EYES  AWAKE 

5460  POKE  1467,176:  POKE  1469,176 

5470  RETURN 

5500  REM   *« (CLEAR  MESSAGE  WINDOW 

5510  HOME 

5550  RETURN 

5600  REM  ««»  SOUND  SUBROUTINE 

5610  DATA  172,01,03,174,01,03,169,04,32,168 

,252, 173,48, 192,232,208,253, 136,206,239 

,206,0,03,208,231,96 

6000  REM   »««MESSA6ES 

6010  DATA  3 

6011  DATA     HI, I'M,GEB,-1 

6012  DATA   YOU, TURNED, ME, ON, -1 

6013  DATA       WHO'S, OUT, THERE?, -1 

6020  DATA  2 

6021  DATA    I 'M,  SO,  HAPPY, -1 

6022  DATA  TD, SEE, YDU,t,-l 


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118    COMPUni    jQnuoiv,W83 


Learning  With  Computers 


Genn  M  Kleiman 


Gentle  introductions 
To  Programming 


Everyone  should  understand  the  fundamentals  of 
programming;  learning  about  programming  is  an 
important  step  towards  becoming  computer  liter- 
ate. Without  a  good  concept  of  programming, 
one  cannot  really  understand  the  nature  of  com- 
puters, their  capabilities,  and  their  limitations. 

In  addition,  programming  is  an  excellent 
vehicle  for  developing  thinking  skills.  Many 
teachers  have  reported  that  when  children  learn 
to  program,  their  work  in  other  subjects  improves. 
The  teachers  attribute  this  general  improvement 
to  the  students  learning  to  approach  problems 
more  systematically  and  to  pay  greater  attention 
to  detail. 

While  they  acknowledge  its  importance,  few 
teachers  are  experienced  programmers,  and  fewer 
still  are  well  prepared  to  teach  programming. 
Many  dedicated  teachers,  realizing  the  need  for 
computer  literacy,  are  making  extraordinary  ef- 
forts to  learn  about  computers  and  programming 
so  that  they  can  help  their  students  learn.  In  this 
month's  column,  I  discuss  two  courseware  pack- 
ages which  can  be  extremely  valuable  for  such 
teachers. 

The  two  packages,  Kidstuff  and  Karcl  the  Robot, 
are  designed  to  be  "gentle  introductions  to  pro- 
gramming." They  each  contain  a  simplified  pro- 
gramming language  and  a  book  with  step-by-step 
lessons  for  teaching  it.  With  Kidsttiffov  Karel  the 
Robot,  students  (and  teachers)  can  learn  many  of 
the  fundamental  concepts  of  programming.  Both 
packages  can  also  serve  as  stepping-stones  for 
students  who  want  to  go  on  to  learn  BASIC,  Logo, 
PILOT  or  Pascal. 

Kidstuff  and  Karei  are  not  the  only  existing 
gentle  introductions  to  programming,  and  I  expect 
more  will  be  developed  in  the  next  few  years. 
Therefore,  before  turning  to  the  specifics  of  these 
two  packages,  I  will  discuss  in  general  what  we 
might  expect  from  courseware  designed  to  intro- 
duce students  to  programming. 


Structuring  Programming 

We  can  think  of  creating  a  computer  program  as 
involving  three  main  activities.  First,  we  must 
design  the  program.  Recommended  approaches  to 
design  have  been  labeled  structured  program- 
ming, successive  refinement,  top-down  program- 
ming, and  modular  programming.  In  brief,  the 
recommended  approach  is  to  start  with  the  most 
general  aims  of  the  program  and  successively 
refine  them  into  more  and  more  specific  sub-tasks. 
We  want  to  design  the  program  so  that  we  can 
work  on  one  sub-task  at  a  time,  handling  each  in 
a  separate  module  of  the  program.  The  modules 
are  then  combined  to  form  the  program. 

Some  languages  encourage  structured  pro- 
gramming more  than  others.  For  example,  in  some 
languages,  variables  can  be  local  to  a  module,  so 
you  do  not  have  to  worry  about  using  the  same 
variable  name  in  different  modules  of  a  program. 
Introductions  to  programming  should  encourage 
structured  programming  so  that  students  acquire 
proper  habits  from  the  beginning. 

The  second  main  activity  of  programming  is 
to  code  the  instructions  -  translate  them  into  a 
language  the  computer  can  follow.  We  can  discuss 
computer  languages  in  terms  of  three  types  of 
elements:  (I)  Commands,  such  as  those  which 
print  words  and  text  on  the  screen,  accept  inputs 
from  the  users  of  programs,  perform  mathematical 
operations,  and  manipulate  text;  (2)  Control  Ele- 
ments, which  are  used  to  iterate  (repeat)  sets  of 
commands  (e.g.,  FOR/NEXT  loops  in  BASIC), 
follow  commands  when  a  given  condition  is  true 
(e.g.,  IF-THEN  conditionals),  branch  to  other 
parts  of  the  program  (e.g.,  GOTO),  or  use  a  mod- 
ule (subroutine  or  procedure)  and  then  return  to 
the  current  part  of  the  program  (e.g.,  GOSUB); 
and  (3)  Data  Structures,  or  ways  information  can 
be  organized  and  stored  (e.g.,  simple  variables, 
subscripted  variables,  hierarchical  trees). 

Januaiv.19B3    COMPlTrt!    119 


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Hl^X'VKt.l'tiiiafaurin^iinq  rrnnainiK  t^nti-iaiufi  iffjuirinj  ^(HiiiotkifvinTBii  A-vrar  inni  at  v*Hi(  nuian'ii  If «drr.  V'H 
drtrmirv  ihr  annuiM  nl  kf* ijf  doDlid  til  induHitTial  and  aQn^-uiiufal  bw.  tnni  much  iood  ta  dturihiFf  In  rhf 
piifHiCjiirand^iat  mych  ihnuld  b«  tp*"!  rwp<i]luticr  control.  Yihjivi  II  find  iKai  all  dnVilomimnkf' a  rainprnmiMand 
thai  ir  n  noi  raiy  m  ™alir  rtfriflMM'  Kapp^    Runt  tn  16K  Atari 


Rl  SIKSCLBE  SOLVERfA^milabkriHillnniputml 

*v<'tir,9  thf  Ruhlk'-lfoW  fmHi*  n  m*  ri.>iilir  In  aignrrthl 
Ht  IMK'KC  I'EFi^I.VERlwtrtllflv'mlolnpi'llKriTaTling 

irn;  T*^r    i|  tiif  t>*tf\  diitaiinnlilir^  lhi<  i  uhr  ihi  p«rllin< 


Pritr;5l4.95C»v»et«  SIS.9*  Diikciii:  ^2\AS  Diik 

f  IngM,  ai*d  bi  a  'naigrir  (hf  tofflpulnr  ta1<nibill9n  Tbr 
alroribria  lafiingrlrnirflFt  ^(hf  <vb«  It  l)Vrni^li.Ti  liv 
dllrwrllliriubr  Ian  vnil  Kklvii  ihrn/HtnleV'El  iJepi  in 
M  and  rrpUcIng  rhr  (f>kii|i>  HfaulTim  16K 


AVAILABILITY 


(>>  V'VCOMP  loifikiiir  li  siijBjfJTd  I'tli  iiimplrl*  dorumpniaE.infT'  c>i^raining  tl*af  «kplanark>in.  ai^  nanp!>t.  UfiCni 
.M]wrv^ib>»p«fi»MilallpiT^raniM..IJrurhllh.nlbKprr.gtainmrnv>T^'5pacftATARIin|till**34K]  Eu«j>t Khrtrnonirtf 
|Hi.«iair»iTravai1abl«<^  ATARI  kl.T  TRVlUl[l(%*llll  IVEC  andAp|ilTgApp>*w>AlratMn«  ti>ddt^rtfrn«.FllaiNinh 
Srai  iM^r4rT>i>i^  Idntihb  dr»uiv<nih^aint4rl  diikFtir  AMKHnar*.  awfi  pt nfranH,  4 an  bf  ;<6\±.arA  an  ifandard^HM 
i;«ni  wn^  6rnw  dMltJf  df»1.IV  i<-«^Tlblr  'h.'nnatl  Jl"  tF  H  ftrippi,  ditbi  Inr  tvitrnt*  lUhf'n)  urdri  MRASiC  nf 
I.HASH   (k>rri4TTipl>.  A1m..NffiTi  KJO.Hraih  7rniili  and  mvi-^  nthml   V.' (  P  Mdii^tttri  tir  aiailahlr  tur  HnrrViFTh 


•ArAm.MJrflM..W«ri(5M«  ri'M  W.M  (tsnUHM   SiatftBfiAfy.^^K.  M.-HOrilaf 


-r  HiUSIC  M  CBA,SK:  MB«r  (fvlrai 


l.1IM(IVnir>r,«Jr.r4tradlT<w.rhr. 


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STARRASE  ].:  I  AvalUhk  ri>r  nil  cumruicn  ^ 

'■ithnutwarniHia'linlralinaMai'kphfi.iAfeiaitt  bi-:>lbfiqiitd(ai>i 
cnjtwTt.and  minr  •.hrt  i.tViil  at'  Th*  *llu±l i>>fl  it  tWEliC  bh^FI  th* 
t'  rhr(.ri'vlirn4«iri,'ra*S<^[hr  v-ihaa' 


Prkc:S).'.95  Cawrlie  SI7>*?  1>i-rk*tir 

riTfiiairkplf  t+irCirrtiii^  nnikihoiilaTlhrlni  l^n  ihlr 
Thr(.)i^lin>.alui4iiuiiviih  haiih  lighl  anUrwa^ki, 
Invuirth'r  n  hrklrard  b^-  ittfrr  hi>ai.v  <  ruiHtt  aid  a 
M«.*.,*I»A\  A  1.  (J  G    Sn&^iiia.rCfllHur  .«d 


iCiairw  MrirhandiLI 

LIf  MEN  FROM  MARSiAia 


d  qnphin 


Pi-icf:SI9.9J  CaiicUc  SjJ.I*  Diikcltc 
agrl  v°*  if  v'owdah'i  grT  ihtm  !ini.Thi4  t(ahjlairlnuiilii9h(rui.lu{i<'n 
-1  RTutb  «J  rh*  Aiapi'*  j>oi»*f.  R^air«t  r»n*  in^.itif  l 


■\LVIN  <Ata«ionhl  P'i=r;  517.95  Ca«nic  Sjl.**  Drtkelle 

ALV1^l«■l9tri)l^>(^■4r  panw  S  nu  arr  commndlng  a  hlghlv  manriitrraMr  illip  tFrhinu  l-^  drfllrx  ''Firml  vniTTiv 
Oiii-i  Ynu  jtir  aiirrnplinsln  b^imhliwiF  cHlFt  whik  al  ihr  nai+tr  iliitr  it^lng  ID  Aktild  Ihr^i  dt1tutn¥  ll^'^4M!V^rlF 
(  OMMANl) '  in  mriH^l  AUn.  v«JI  indat  h»»  +i*>ii  dain*g«[t  *f  thai  V"U  <*r^  "^Iv  ***  dmi'HiaT'd)  Thi*  ikunld 
n.irma.llvni'il  Vniu|hnrapinbl>Riri[ri9tihiir(ui.uii.lvihaM-iiii.<hiMfn(]iiiilhht^nvhntfn>nibalii:ialt  Al  lonfjatvoii 
arj-alvivr  thvH  wnrabinKilwtir  ihr  ad^afitatr  and  aif  uli'  K'lnirUHfi,  high  IrvFlb^itnliingfaln^^nniLd^sH^iiliill 
niriTlnirl<riHhu-ii'>vim''f>^llhrlM«liliBlt9Uiilot*«Hipili'iwii1lr>ra  bnmlung  i«nolMlr  ilvrrwnivtIAliKix'l  ni  Pan^^ 
and  qukUv  rnn-ai  lo  itw  iVl*i  A  fMP  -ganw  RtQuHtt  l«K 

ESCAPE  FROM  VOlJkNTILiM  (Aiari  onhl.  PticrJlS.^?  Casielle  Si  9.9?  D.*ketlc 

BrirqlbrarrHiirandn(>irfn«iIr,(aiijHradp>nlayou<hDmr.^lhF,^APLrRt}.MI.'ULANnilH'Tr>i!t<a(>ff>mfi> 
mannn  n  yiur  i{acr  vhip  arnund  abuatEMr  aMt  laia4  IMmt  ih*  guatdtan  !k>ll»iil  bcirvg  *atfnl.  II  hr  tt  killed  talih  a 
(bmribnt  ImiEJiuila  ln|inri|>«liin,  adiH'iii^rTiialbrinrt.it^  H«i««.*r,  rh*  dcwi*5*j  "31111}, '■r*i  l"*f'"*"K  ''' 
t-ciuiail  III  ruapr  In  iimr.  ihr  dcnii  ilnw^aiid  a  nra  gwaidianafi^art  Sdrtflimn  !.''>'■  canunaih  lSir.|igh  ilir^iw'^ 
inwalpdlvr>ikppa.qAwavalit  (iihri  iimrtii  nl-ntrriM^i  AlTh«  hhfhtr  hx-liplplavmoi*  i>b«IKl«t  »ndflj»idiaiii 
apprjir,  addkiq  hu  Ihr  ricilrriivni    [.\ts  hijh  trioliiEiiit)  jini^hiti  <rii1  t^und   Hurt  in  ItK 

I  Price:  SI  J.35  Cpttciu  S]T.Sl5  Llii.|iLCl!e 

i.n  piu|>ami.mi-Tr<  Allt'rAririKTf'H  irquiie.  vf>^  in  t<fm<M  ihr  alKfi  iliiihipt 
pa^idnq  thi.iLiflt.  vnui  wriiii  111  Ihr  giUkv  AIJniA  BASr.l.lh  Ihr  path  «( an  allrniro  lnt'a«i»ivj4i  fivF  Ul  O'l  a>i  bv 
and  litegamr  rndi  llnrhq.lrrtri  Irqul.r.lh'  inirtHf  k  and  gn^Fi'ptir«tlt4lu  mnrfdirfirulllhr  ltlgHrrv^>b  t<'>ri' AlPMA 
I  HJIrTLR  inll  run  im  I  hK  ivilrlt* 

THF  RINGS  OFTMF.  EMPIRE  (Ataii  ontj.|  Price:  SU-Vj  Cswctlc  SlfiVS  O-sVrlte 

Thr  rmiiiir  hAi.4n«'l«pH  a  nrw  battip  iJatHHi  jHnlFclpJ  bf'  iniaiMg  iiAgii.alrrvi!g>.  F.afhdiBrvoa  blait  itihMigli  itn 
Tini^  anddipkifjiv  lb*  lialknn.  iHr  ■rapirrdnFbifniarcm  iieiln>>*rHhmi>r«piMKinc  rtagi.  ThiirKltlnggamr'unii'n 
IfiK  i:|,vrTni   rmpln^t  ni«i%n.r  ^raphnn  and  vHind  and  ("an  br  plav*d  ^  •»<  or  nr4  playdi 


ISTRLDEK  ALERT  tAijh<3 

ThiMta  lail  pai^qia^hliigj 
III  nidi  Tiavrtrmafa-ilrdaitflal 
(dam   FKit  Im4t  nl  dlHuulfv  I 

MIOWAV  (Awii  .13K"n|«l 

MIOAAV  I.  "  rirltitig  nlrni 


iKI  Pr<ec:SI5.9;CuKC(eSI«.95  DtVellr 

iiiF.alvith|iIa<mia<iknth«niidd1r  rtllht-'UTfaditaT'havlrjiutiiii^ltnlirptan  riif 
iJrirTi*<ti<>driiiin:V»uatall  inut  Vr-y  mud  find  arHSiiiln'VOVihlpinrWiKprw.tilvihr 
Ir  iitniidn]  INTRUDER  AU.KT  r<«nt>M  a  p>sfilTk  and  t-m  nm  nn  tbX  itumt 

Prt«:  514.9?  taiwiie  S  IH.W5  SJuleiic 

IHI  III  Itv  gamr  al  Hatllriihlp  ll  itiim  Ihr  ihallrf>g'>  id  ilfal«gu  and  4-hanirf  Vtvuf 
n  111  Ihp  iixirpLlrr    Critoi  qiarhlri  afid  f'lU^  *1*  hnrh  ln:ludMJ    Kun<  in  KjM 


OOLK  PRO  lAlBriiinl^i  PHc*;Sn.95  CmmiwS^I."*?  t>Meiir 

lliiihi*ali*mandb*«uthlulnr«l'bl"ai')'«">'di"*'ihptinGOtf  P»(«l.ipir.itwrih*fetlgclUlmulatinTiaia(1a^!r  Tii 
r«flil^iappr*clar»ThH.ganl'',  v'Mt^hniildhjiir.flinJiii  J\'tiillial.Vriinanwrlhr  gip»no!thefainiay,lhi-yurfiflh«-walrr 
haiaTdf.andrhr  *^hl'»  i.iodinlth«-"«i>.  Ynu  iivnlluilE>iauiind,  uw  v-iuivrctsvifl  Ihrsa^ndtiap.  intf  jiiitinn  irirstrrn 
iim»w^aUb<d<^nr<>rH||winurw  SJIw^flfflhr  ;ilnriln>t>url(lrn>K with  flOef  PRO.  RBiiRi<tl6Kand<irirI<vitiilL 

GAMES  PACK  I  lAvailablc  fcv  all  >rainpulen>  Price:  Sri.9;  Cai.Klle~SIA.45  Ditkclie 

GAMT.S  PACK  ■!  .™Mihni  th*  daMur  e*nipai*ri*m*^  <*!  BWCKJACK.  Ul^AR  LASDtT*.  tRAPS.  HI>HM  HM  f 
S'H'FTCHandniM*  rh»Mfamn.hm*  SiT"  fMntmriirlnniMlaifrinnqf  »ml<Trr#w  iil^ainvg  rb»^*ir  .nd«tdii«IIi, 
ib^r^f^dbt  •(.^■^,«^Mfllmr«u    T^•1^r>I■nc•HrMm«'k^ThlT>r  piwr)>ill»f  itwRYNACOMPiTti'^a-IHIAtHJ^tC  K 

GAME&  PACK  tl  lAiallBNe  hv  alUv»npale?«l  Price:  SI4. 95  CivHIIf  %\i.1J  Obkelle 

r.■\^1ls|■;^CKIIl«^l,^d*^thiifliltlnL■RA^VIIGHTS  JOTKI.  Att, V-Dttl.Y  l.lf  L.UHIHPlIS«>d'«il-i»  Ai-.ih 
bVM!  S  l'/\LH  I.  ill  thf  ftmi^  atf  ln#drd  a'  im-t  prnqr^m  ird  iir  raLIrd  tfniti  a  •nrrm,  Yn^  will  parr^Ku^ili  rnjnv 
inMiLOMPt  wnion  fl  tHAIY  KICHTS 
y.>,  P3V  l-*  IS  »■  mnir  (u-r  p«t)«t*n.  ..Jun  y-«.  c"<  hui.  a  OVrfAtOMP  ro|l«ii™  Inr  |itM  iH.^S? 


MOON  PROBE  lAvallable  fflr  all  cojwpiuter^i 

TliL^  n  nn  riiirinrlv<hallrngirig  nunar1and.rr~  ^ii'kjfiAm  1 
lai^rl  an  ihr  ■nnn'i'i.  Uj.rtaf«-  Vivu  <i>nlfr.|  th«  chfuti  fnxloi 
3pprD«l^  dnq]"   Kuni  ii>  IhK  Alan 


Prkc:S]2.95  CmuIIc  SI6.9!  Diskellc 
utT  drap  trom  Jirtiil  to  tindal  a  pirdrKimJnrd 
'rf^otir  TTah  phiidirt^rthfTiilr  r-f  d<v:tnT  and 


SPACE  TRAP  lAliH  i^nk,  l.bK>  Prict:  S14.95  Ciamik  SIS.^I?  Diikcitc 

TBiii-qaXdrii^  'did4fi  'rvn  trp'' arradr ^anv  ptarrt v^vu  nvarahlackftnlr.  Vnurnnlmt  t'mrfipH'rcraft  kr«l«iq  hhr  |fi%^EIf  k 
and'  altrmpi  ir>  Uati  at  manv  »'  Ihr  ailm  Uia|naf  ^nulblr  ttrtnnr  fhr  black  KiW>  ttmtt.  iIhhiI  vi>" 


SUPER  SUB  CHASE  (Atafi  onl 

m;pfji«;bcham:  tim4i*ir««  • 


P.i«:  ij^,"*?  Cai^cllr  4;.V'J5  Di^kelte 

■i[ilrKUindrpihanditjaihibrmiinik|iw.4idt|hr  kub.  fhi*  « 
laphirtunduiunillraEiabililir..   r>iw.oiT»..|i  plnr".  J.-pUir  k|ij 


TWO  PLAYER  GAMES 

TWO  PLAVEB  CiAMtS  (Asailahle  hir  all  compuinrx;  .i;K  i1i\V  iil\i.HU  nnii  | 

DYNACOMP  hataj^uliMl  ■h«^ilitlMt«r>in  ii^huU'Th.  bntnqhi  ntXitrnn'i.Baigamr^  Tlt#Wf>Vn.plavrr9ain«t»f  ir 
Kitginallvatiliotli'ilKrNinihSiaTcii'npvIrT   buitinr  tmi  rb^rn  inD^vnod  Ifiplavmallnfibf  (onipumttiirrfnllv 

tuppcitrf  if.  r>YNAL<lMP   Bnauw  ™j  t.rrniinq  ar-d  drvir rnwri  .mt.  i»rr  ui  )»..  HYNACOMP  ".Hi^l  l*M.** 

pf-jjiaHHiiioiii.aAikirllTl'n'I'nilvStt  li  dhkrtif,  (Jj  fi  dnk  llv"u  hkrw'arqain».  tin  nth-tit  a  baiganiviii  lai 
nil  pa.ti  up 

^1  'L.  PANZER  aid  BLIT/KRIEC 

PA\ZF.R 

Da»:23\V»'    IM]  PliKr^\r..Talniilr>>i.nro{Kin.RLF.i.a   Tlv 

quifkJ^  In  irach  ihv  Urttnim  Intcri.  uhkh  arr  prrtuiTini]  Inr  a  ■" 

BUTZKRE^G 

Di1«:  Spnng  1940  PWr  MiinhrmfianEf.  Hij-anm^n  bPiKkrfr; 

altnitlon»jlhra.»i<t  Frarrr  Ihr  GrgmaoliKf  t.^at  prnrTrafrd  ihi 

drfrmp(ifllwAliTif-^ommrpi.i.iikin.Andthrllni<jT>.|lapwolitirl 

lhrdilvrf>nPa<.|i 


It  Ittxrurd  K4«  and  air  iHrfin. 


ly.Iir:><np!rti-  Gr|-m.inV  had  InmrdiU 
aiidM:TUt(.Tl4hfrr>liinall>ui>klrk.  Ihr 
■r 1 1  n  th'  wuth  haf  a)  I  pai t«d .  A  i>d .  nmu , 


Srt-J    STARSmPTBOOPERiand  INVASION  OF  THL  MUn  PEOPLF 
iTAH^HIPIHrfXirFRS^ 

Oalr:  Fotti«h(  mi^    Plar*  Ararhnld  p lan^f  nf  SIVr»l   Ih>  Hrolall-ouT  t<arilr«Th*plaiHi  Bbml  btnthotll  maith 

<^Halb>rcrtnfTf»ananda!i«-Hnl4:t   Itw  iJuiior.^  wlU  m*  lbri..«M  i>(  ih«- rn-flin.  faf  tl-*  pUihrt  irl«-iJ+ia  k»v 

poulna  in  Ih*  uJar  nar 

l>\A!iir}.tJ  OF  nn-  MULIM  tiPCF 

AP«inianann>ba|ia1>nnlU'i  Ivf  n  diipatchrd  tb  a  irnKiirMlla^  ai 

dKpllinqi  and  ihr  dimpcx^r^wr  t.|  inc4t  DlChrMlU^m   Lvr-viln-> 

hum  Mnr^^  oP  fJ-imv  mud  h"!**  nhich  Ha-.*  iidiBj  brtpin  fnrm.i™|  in 

S«'3:  FALL  OF  THE  IlflRD  REICH  ai^d  ARMORCAB 
FALL  OF -mi  1IIIKI>»IKH 

l>ilr   Mafth    1^45    Pliir    KHrmaqrn    Unman,    thr  aMir)  undrt  r>nrial  l.lHiihiini.ri  had  t 
I,rTm'n>  hnd  liihkd  )n  d^iliipvlisf  ilrr  ludrndnirf  Tahliiuiri  hrldqr,  allniLhnij  ui.n#[  ilFlfd  dii,l 
rir.il1i.  f  iiir^pw^ri  ir  Maii-h  I  7        and  m.  ihr  all<lr>  hiqnii  thru  riiiur  nn  K'lrm 
AKMMHtAH 

Dair   2frb    |4iM    Plarf;  Ml414k.  Hliitlil   A  Cjrtnun  frnnl4lnr  Lnit  It  hard  p|r,ud  |.^<  tg 
tupplift.   A  rrliH  [nni/ftL  nfairBi-irit  cafi  niuu  irach  ih»m  thmuqh  paiTHian.inJn.i>d  ft 

•^,'t    MOtNT  SLH;iBAtHI  and  MIDOLt  EARTH 
MOUNT  SURIBACHU 

l>#i*r  l6F»h  1*45  PI*it  U^ijuna  TSr  Japanpv^^rM^  hrchnm  HqDnt  tHinliaehtas  ihv  maiian  landrd.n  itu- 
P"Hchop-fhapni  iilami  Gnnljir  lr,«i  ih*  hill  r™ld  irrvrt  the  rM'tr  itland.  Ikut  It  «M.a  cnlical  ibpviK*  il  rhr 
ATnCTKactiartriKtaiiiutriid-iilrjrlhrali-impariiiiiTairhrld  H^f>TSBiibMhlpnr:.nl  lobonnrnf  IVnMiumngh 
drlF'vdfd  [r>iiiii-.M.  m  llw  Jifianru.  rhralir  kI  maT 

Mtuuu:  f:arth 

0«Tr:l«47  Plt<^  MiriDirFARni  Ihi.M^haiiurirnlii4nn.U.rm.1<tt.a<idi»<kH#a»a9r*Bvtdl«t'wai*<|l,Mltng 
fiT^manlnaflliTOKarmlnS-iuih  Amrilia  a  Iramrif  tinlird  N|itiir.n«-rfHH<ari:hmhai.(  undnlakra  a  mltiiiM  |{i  ai^ 
un(hatirdfr<4itl«iEheiir'h[rinrihF Earth  Ahpraprrtlnji  |<mrn«v  >pani>lngap^fi<id»f  trvrral  mmlhi.  Ihi-intttunhat 


■<■  inqtilpnii 


tr.  »  land  ^1  fla^ 
rd  iirinMtiK 


n  Ihr  I  I 


Ird  liv  n 


MISCELLANEOUS 


CRYSTALS  lAlaricnlji  p, 

A  iiriiauf  algwilhni  iAiKinn*t  ptriducn.  lau  inaiinq  qiaph.--,  diifJavt.  ii 
panrrns  air  |H»lt  M^riaopafirtniairihr  unn.aiwIiKr  rr->nh>ivrdHtf.i:t  I. 
I;RVSTAIS  hai  lw.n  I^IMl  in  ln,«l  ,lmn  U.  .drni.i.ii,a,r  ,he  l^Llsd  .r.d 

NORTH  STAB  SOFTWARE  FXCHANGE  iNSSti  LIBRARY 

HVNACOMP  nn.  dithkhmlri  Ihf  ;j  l«l<mtf  f*SM.  llblAlv   Thru-  ditkrtlri 
nlllilaivdiiYtfinhir  In.  ihr  pnnhaw'  pin-    Th#v  nl^nild  W  luiil  iit>v*-rv  I 
DVr-tAtfJHP  In,  driailt  irgaiding  .h*  (n«rf  ntt  ol  lh.>  .NSSI    c.llr.tnm 
Pikf:  S9.qS.  rach.  %a  •!%  t.th  ^t  .,r  mnir) 
rii*  inihprriF  cnttrclinn  mav  b.-  ptirrhas^  (or  SI5S.!»5 

y.~  DISKETTES  [wH  *, 


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PORTFOLIO  MANAGEMENT  C  Apple  on!>  l  Pnee:  lftV.*5  t.o  Diiktiret 

TlM  KJIIITUU«>  KAKACEHENT  ftrKMt*  uai  .ritr#ii  t^'  ■  UMh  tm^tr  tb  Ivrip  trt«tt*  r->n^i"4  lor  inditn^oAl 
fualoiwfi  Uiihlhiipt'wgirAni  itia  hlrttttitM  *ti/lh  urMr^i  and  kipi  up  i>adt».  Ai'*i>*ivH>rif^^yn'i««nb^ ffn«iil<d 
kkf'ilKiiti.khich  ■!<  ■lliH'tniK  *»<]  c v-fr ti*>ullv  F<^  trul.  thf  uwf  mat' drtiA*  hit  H<r  itir't  •nvmxxnt  ra!i>44r»*t 
t»(>im(IUOHANAGEMLNrbiaeHVi|4*l<rt,,»fuVttkon*l{«>U'hich»i[|[>M»ilvpnKidf  |<r-j«llh>kM<«trriWnrff 
bul*ylalu>Hn<  I0<nhipc(v<^vi  ■p^Ar*<Hr4'<iiAn«ffKlr4^t  AMtuptndslcwhn)i4rrD|iiHii<li<ii(t  Ciwqr»(omptrt«  ck) 
In  di«L«'ll^*  ilong  mith  *  ID  pfe^  in'UruYl»4n  Ruitual. 

PERSONAL  FINANCE  SYSTEM  (AsmiUlile  forill  CDrnpuirnl  Price:  SJ  9. 9}  DiUcrrc 
PTS  n  ■  liHstrdidcFUr.  fatH^r-c-nrmti  lyilfnt  (ompuwd  nt  lrndrPVirii'Etfi:ijiAin'i.  BoiiiH  rcc4Klir>f  vaiii  ft.iwniM'S 
■lid  lai  dnJiHilblF  llffni.  PFS  mllMitland  iunnaiiif  ^!ip«f  i,** Ihj  pt^yr.anddiifyldy  inlorrru notion 4<i>p4»>dlliiF«"i  by 
*i»v  M  lb  ut*r  d«fipiid  codei^lhy  nKw-ih  oi  bi  rufr  Pf  S  will  r'.'f)  pfodmr  rn-i>fitWv  t>jr  ^iinhii  i>f  vn>r  •■iwn«n  h^ 
ijtoiprv'  Tlite  powTTfvl  pichiirr  rrouitrt  >Hl^  i-w  dltk  ^ii**.  mMm*!  nrmcn.  I^4K  Aib'i.  3I!K  'Nnriili  ^lJ^t^  uml  mil 
iii.lt-#|i|F>MiaTVCM<3%l>rrdl«l<UMM>.r.|nrN]>r<-rird.prrd>ikbi'railhin{|«ilr»'>ini{>rrr^Mn|K>r<iihr|iFr>g i  Vr.u 

'  •ndMlFlUlinni  CnxlAln^hlill^  •l>"'il  •""hlnrlnngn.grt.irT  CKS  hatfa<-rti(lrnwmiltalr<li.r  i>iTwi.rhll  HSl 


1\T 

r-AMILY  Bl-'DGliT  lAppIr  and  A(j.N..nl.| 

FAMILYRUIXj^THiairivinnirniriilhnanrial  T.ii>f<!-l.rit»iiapi^>3ia<n  YoLullhr. 
(rrdllpiprnidlluina^  KptI  a&iBciinw  on  a  dally  bavik  V.tju  lanrrcaiil  iBt  dpilucliblF  III 
FAMELV  BUt>GtTa^  ptin.Tii.na  iiurlirwnui  innrdolall  nrdil  lufrucUiriB.  Vnj  ca 
rnrnrtrddTivDlZL  ilif[rrrrlripniwjt[i;nwiUiiiirrLlai.ln5piavTDllaTidtBi.ai:ci>UDU  □ 
[hr  inri  rninplrir  i^iFnijDl  nvTi  an  uthrTH  liT  ^nAplitaiMI  land  uiuirganiiinri  uibjn-l 


prb(d?d,q*;  niik«iir 

ibt(  In  tirpplTacknf  raihand 
mil  and  rha-niablr  dnrutllnni. 
imaUda.lv(«ha>>d(haiq<- 


TEXT  MASTER  lAppIc  ?2K.  dbkellr  witj  |. 

T'MTirn.ariii  ullLch  p^'T'HH  lh«  (OniaMtr  fH»"l| 
(ririn{i.in.d«n(r.  ff.inCMri  pj^ngTinf*.  i*Ja  lo  b 
iLiih#r>i,i<tini'r<r>nnfri«drr>va«i Applf   Ihtir 


r  l»*  ihr  Applf  tl 


Priw   S49,')?  Piikcil 
niTiwiKr.  ]■  (Tanrrrv  pr»»«ifcl,  tn^iii<-i«irFiWi 
ilalkHi  ■J  «»»iui»3  loK'im^H'j.r    Tl>r  iafcrmi'inr  itt*!*^  "■**  •» 

«Hd  tx,  Mh..  p-r,^,™*   *«d  I~>r*    ItXT  MASTtH  «lwi  l«l»H«r 


It  ]fa  paqr  . 


i^ual   tt\tH4S)l  I 


n_xTMA^TEHaK:  tuU£CI.  LiSf ,  lAJ  Lmt  MlINUW  iXlifft  MthCL_  SlOP  Sf  SUM  llllt.ll.^AM 
LI^HV.  KHLL  ktPLrtCE,  WAIT  MOVFL  tit  NCTH.  LIST.  RESAVt.  CIEAR.  ACTO,  RfTRV.  APW.Mi.  SI  1 
MANUAL.  tHAWGL.  SCRATCH,  ^HOW.  CATAtlK.,  MOlltfV,  COMfARE.  SUM   DIS?LAV,  Hill' 


Price:  549.95  Diikellt 
rnadala  irliii'<f  q  .  Thr 


INTELINK  (AWfiartlH 

IIiltwiKirAri'parkageFaiitBlFHariniu-dril'kTnrDllrrllnniilprngraiiiiifailBcllltBHngrl'hcin 
ihrrugti  a  tull  liuplri  mndrTnlini'Lilnrd  hir  uv]  lii  nnr  miidi  nl  gprfalkin  |niuTiHiv  connctl 
S{  It  JftttoiM>lcRiHn>iHlqijil(klv  load  darn.  tMThmilmrLquihiatlniaanrD'vniir'iliilwIlvfo 
irdburii.'rn>inHl  ILmr'"a.ndlhki.>  thf' wrvicr  clurgv  Vru  ing^dHJ  irCtnI'drtiFtoinpldrciiiilrnifiil  a  lii<rini 
untk-fi  AdlbltnnatKi-  prngtann  <i,Tlllrn  In  RASIC,  rORTRAM.rIt  mav  br  UUll  oH-lirw  uili^  ihf  •.uppiH^I 
andklM  ~u:pliiadrd"lnam>ll>Pi  iiuTpulrr.  makmo  th*  Alarl  *i n-^'imail  If-rnuruiJ  ktrn  AlarbHASIC  ft<r% 
faauptnadrd  Furth>r.  a  (imraaml  tkkmay  br  hull  ii^bnr  an^t  uh-iI  lain  a«c 


Thai 


ipvou'to^Lir 

vm  All  itiii 


irlhrp 


prn%WM 


m>i.\lt 


Fl  SI  49.95 


PAYFI\E  (Apple  II  pliiH.iliskeiir.ii-oJriifMT4uwdl 

y\'^  riVt  pnnt».rbcck.ih  and  rofspi!lrf  [h«  frr]iiirird  U4rTal  WIT  fl^  I'vr^Q  Inmu  l^f  up  ii]  NR  rn.plviwft  tVr  fiat 
rnrfhifrd^niBV  l>r  I^'iutI^',  ular^-,  rosmik^b'MNfTr  anv<nni^namn  Ihrrr  4iti*  itiuliiplpapDJDrt4flT|uv  ppfH><l^  andilv^ 
aim  [isn  Err  Htrd  m  any  rntnbinaiHjT  PAV^I\  L  I  iK  tud«i  tHu-H'  ciChrl  FraTntriand  ir-Hiri  Tilirnwlv  Hi  HI  diX  umvPhlrd 
BTih  ■  700  (rmi*  ftttfiiitJ  Th*  nvAi^idl  nuit,  ^4  purihaird  H^ai'arrK  k^  S30.  and  tlui  pdsininrlalff  Appli<i^*'i  ihf 
wiFivif^  puT'fha-ir 

SMtlPPlNC  LIST  lArariunlil 

VliH-p|NGUSrMc-M,+ntaPmBtl™r..mli*ni»v.^t™i(h 

Hni"<aH  lh«lhlngt^iiii  miflhi  <U'«d.«ftdlKrndiltplau<oropikr'iallvprintlv<nitth'ip(i4ri4)hilitndlh«T'iral>cotl  Adding. 

drlrhn^.  [hanging  and  thiilnq  (l*la  it  tiftv  "tv   Huni  kiiPi  l.bK 

Pri«:  5S9.9S  DUkclic 


lEnmnllBDelv  obspfi'ethv  I 
CCA  orfiopi  and  comn  c> 


tahlp^ 


STOCK  MASTER  STOCK  PLOT  (Apple  4«Kl  Pikr.  ifl,*)?  OiiktlU 

rhItiR.alulhlcaTurtdtiocLpflrtMt-inia'Ut'BF'nrni  #ruj  ain«Ji,-iFn  t^iiiriTv  lTTiv^l'f»in''"^TTi**'*^''Plo*'"'*V'«lnfk*  mav 
l>ffliaJnMiFiTd  Vifflmiv  trtrifdpfH'*  ir>Tnu*. **rn'n«>i  Juirr.HOt.qBinrrivpaiiinjtaaddrtyFndi.  ifaota*ln«ii 
(<.4>4  4lH4nfini««4T'h  P  E.  iq^rirtlDJ  SAIV  ^ASDAghandMURt:' VBumnpk^lHIRL^Iihf  piKrhHt-uv'ilanv 
Vtiv  k  •|M'"'M  w»v  "»•>*■'.  il"«.  rn  ikc  «»dk"«   Fiif'Mi-i  latiu-  rn^j  hr  n«liMird«r  anv  <"'«■   Ca»"  nnnplcip  aiih 


TURNKEY  AND  MENU  lAlirt  ud)  I 

TLTKNKLV  n  a  iiimrv  pfo^am  nh-^^  alli>M«  vw  ■" 
lURNKLV.  kud  thr  i»i>s[«in di»i.*iif  p..  t-  rwJtf «. 
MThll>OSZ0  ■T>di>^i<u»»*'Hrh..  p..r>gi«n,.  MI.MI   MLNL'li^rMhro 


rvn  difknia^  r#ulv  Mmptv  l"'d  jmd  i 
taHfTKrTIJRNKI.Y'l-Uaoralvirnn 
alphaWtkallv,  a 


ST0CKA3D  (Aliriorlv) 

S:(JCKAT[)  (jin..ld«  a  fK^ertuS  i 

Bg'Lj|r{hb1Pli.jnmr1tB!.b«f  lh«lli 

tiin.STGCKAIDal 


niludril 


1- b^,  tvping  a  wnjf*  kw  TlfR^KtV  anH  HtMJ  pr.* 

P(ik:  S2^.95  DI«keUc 

u.ilk  kif  tioxk  marWi  aFial).fl4  Wiih  STOCKAIU  vmit'tnd^s^ln  |»ini  And: 

■iillatiii*.  Ynu  tan  altfi  Piamhni^  lonq  l* rm  making  ivmipft  jndim-bilaFiii' 

iiiplil  Jal1v  dala  iLilh  iiiinqlp  diikrllf  triiragf- cap-ablHly  til  IJ^davt  ^  I'' 


liMdrnd  and  ^plii  nd|iitlnh 


V  pict'^tK'ip'Mil.  paikitgr' 


NVINrj[  X  tAifld  i>nly| 

^>lM)l  X  It  ■  mirprrtvmik'i-  viDitarr  pai  kigr  fn.i  ilriiing,  rrlTlnina 

Graphir*?  ditplw  •'•' 'ndr  iKr  ib<..riilu>  ihr  inrir.jiullUlr.i  ru-nuialiiip  adi.>r>r«.  drclinrt  ard  mnMnr,  aLrraQfi 
Ufll^TTin,  ^ndrdiiin^ii  rat\.  Ttw  dhtkntr  inf  ludn  nxiir  llUfl  t»n  i^ran  of  daily  dala  NVIMJI  \  it.  a.nnirllrn1 
enmi-aninn  Ir.  ^TOCKAID 

PLAVfcR  MISSILE  GRAPHICS  TABLET  (Au.i^nM  Piiec  SH.Si  DKk«w 

rPwPlA1i"LTi-MfSStLeGRft!»HICSTABN  Tmaid»ugnTtfrnf*lir-twdrudqrT4  0ul«Hilrsrlcpii»9k«.tiikirdiipUv.in 
(il^AnilLS  MUDt  7  ^in  lnni,.T  .liD  ir«  h^x-  m  •fad  thr  Iwalnni  nl  Ihiis*  lm>.  Umki  .».  v"-  ««  S'«P*  ?*!"■'  ifJ 
lakklaf'PLUTiandDHAiiLTrS  UnhPIHTiknuHill  ttratplrin  railK'iini;iicnl9rtulsiaphKdKpl#s'<.>irhv™iJ«>iiHk 
a^d  HrV  itwm  im  dttk""  *='  I*"'  rrvall 

LIFE  CYCLE  ANALYSIS  A\D  DtPftECLATION  lAppk  i)i*keUe  pnlj  I  prie*:  5)9.95  Dukni* 

ThnuiKvarr^fha^TdTalriadAliilIlIf 'ilbll»>lvlt«'<prni''>il<ilrquipnHnratii(hi#nlatn  br'iN'd'incalaBLafr  afid 
itmiUva  van*iv  nl  ifpdrt-i  Vr-u  m*^  prn|«rl  annuaUinli.  had  ilwR'''"''"  awmh.  (inatr  an""*'*""  "k*J»>*"  ■"*' 
inl'ilulai  drdutilnM.  Tlw  asaEuall-in  l«rhritqu«<.(rFrlainn  1^  trandalil*- Kl  ^  Ir4««l  iig«iwt«>  Thli  tian^^rvaluaMr 
paika^t<iraiwtwur--uniaii.h4ilu>imi«klriinf4tiipinfnl  UFtCY€LEAKALVSI^<raiuiria>i<amnuHdalalilr 
rrfallnflsrirlionandpinviilnliriinalimllLafiikii'fhvdipciflt'lni  LHinpitUTiTalmntinrl'^  Ma  (rrntdkiaplngpiirpiiin 
Uhm  ttud  :fi)[  s^nnaling  laa  jnLiitnalhnlt.  itlli  pai'k.aiTr  ji  ro  df'dLKtiblr!  ttrqiilTCt  4NK.  Cnnvi  nn  tum  di^illri 

Price;  139.^5  Diskellc 


MKftOMAGIC  (Apple  dM«lt«anU! 


■aHv  Ihr  MAGIf  MICHDHAGIC  oMer- 

IfVP'^S'arntocjf^ 


Thf  «niphi 

„iht,  ;.r^raiam4  Ih«  Hirrvl  hr»>ln  MK  HPMAaiC'i 
dif*iTlv  hnni  lllr  k*%'bo«Td,  rtrailrvg  high  i»«iIuIIob  inu'^in 
pitlimr,  llranhv  ^a^1^  ufi  dlik  mill*  kinglr  krv«tniinand  l' 
thrn  plavrd  ^tV  ai  h«gh  ifirrd  ii'^i^at  slwHI  anmaiD^  »*« 
Thtiipackafr  iom»i.r<inipt«-i"'i«<ih  d»i™.m,lialliwtpiiiBiami 
p*Dipamm>'VS  tk.lU  *i.  n.T'<**ivifi  «w  MU:K4lMfl,(lr        ' 


.  inililandiiig  kfiutblitu  >i>  lit  ablliEv  I" 
ilF ittunnli^g  animoSfdirtphtnU'tn'^rin 
cs  nlilDr.  Yini  f'CiMral  a  grjphktcurvii 
.llabli  rnk>i4  Whfn  OM  art  donr  Hlth  ■• 

H  ilTM^tf  fati^MiTd  «"liain«'  rd  a  m'Mr  and 

iM    Tlw  »Htci*  Arp  ITBlv  tluaNivv 

kaf  rvrairirtK«'kn»r«ian  ffllnmrdlalf  lrufli«  >*•< 
ivr  h»Ti!  hiiuraitd  be  iht  #ffpn  rrquUvd  lo  r<rai' 


gr^liK*  lma94^wihi,fut  <iwnpu-rr.  HK  kOMAOK!  k^tl  driighj  v»u 

SHAPE  MAGICIAN  [Apple  II.  JflK.  di^kclie  nnli  i  Pii«;429.'»5 

Afl«T*'\riuTlkTiiraip*iri'frtfiirr*ji|i«i'*plu<«^liH*"lnnf«-Ape*  Craatp_r*iaiMl»aiTU|lHfMih*p*.i.hKht»r. 
ihrnlv  uird  ift'itilop  aicadf  gam**  o.  t.,  umpK  rnh^TKr  ynar  pfogiaaL  Add  ihai  ^o(rUi«4al  lomli" 


ORDERING  INFORMATION 


AIT  ortfrr*  arp  piccnHd  •nd  ilMpptd  lillllirt  4«  h-iUr"    llrpir  *ni  Uiir 
CJunpulPT  ItilaTTnalian   l(pdv"^S  bi  \'lS.-\  J-r  M*«1i-'  <.*id.  irrludr  all  i 
'Sbift^AC  and  Handling.  Chiim  t>cl>iri> 

WhMk  Koflh  Annio:  AM  IZ  DO  All  rnlpr» 

(hmidp  ^tlh  AnanlcK   Add  1  5%  lAl'  H«il| 


Ir  pf>tfa>n«.30%  Hh<p  nr4;Uimg  S  .■ 


U"  IP  M  ti^Vt, 

•Ud  tZ  ^Olothp  ti>.ipddi4kPlir  p'vrKir  4 

Mkrwh  HbA^C  -r  H^SIC-M 

."j-  CP  V  DnJi* 

An  wctt»hti  aAailabl*  nn  IT  LP  Hi  d»ki  i 


h  r  I'lpM  tik  llfiH  Wll  «i^tiir*d  CP  M  kHiKMl  Piiigiaini 

.  li  alin  a^.ailablp  on  S'i~dMki.  IVanh  ^fair.  Ottnf^nM.  Supribiai 
I  M.h«ar*'d«*l»T.  Wnir  (tri  dp!*ikdd*Krtp<">"'k  (Jrtww  and  nth* 


DYNACOMP,  Inc.  (oepi.  e) 

1427  Mutiroc  Avenue 

Rochester.  New  York    14618 

24  hour  message  iind  nrJcr  phone:  (716)  442-87,^! 

Toll  free  order  phones:  (800)  828.6772 

(gOO>  828.6773 

omct  phone  (9AM-5PM  EST):  (7L6)  442-8960 


EDUCATION 


JtODGE  POUiJfc  (Apple  4BKonil>l 

Li^  M(X>GI  nHHii.  b*  k^HII  (hlld't  I41«ha<  P|>l<drvg' «n^,  Lpv  ■ 
'hafipmrtg^ifUirJiFnlhrklirri^HmlHTorihprFinu-nibrv  TJii 
rh.id>pnlt.imaf.v  I'l  i«  7  MOtJOF  POPOI  "a  nnivi>Him«latin. 


Pri^r  IN  V5  Ciiuiu  SIE.q!  Diiktfitf 

III  Appir  Hill  iruill  In  a  diOrrpnl  andlntiiguing 
rafn'fcfva^Wb,  tfiltn  andf^nd  air  a  drJif  ht  kii 
hln^  drvH  p  whic  h  lif  lofft  a  rw-H  diirtrnvnn  Eci  Ihr 
puUipt»«iamltilM<IU'UhUljrMlSUFT«.tK 

FtACHER'S  AIDE  IAl»fi«!id  PtTonljl  Pr.«:  Sl.V.9;  C.t*tlW'Sn.9?  Oiiktnt 

TtAI.HER"S  AIDF  f  v.ntittt  n*  rhr*»  ba»>c  mndulrt  i:«tf#iiH^)  m  nru  prof  ■  am  Tkr  Iwii  module  ptrttldri  addiljin  and 
subE(aiTkriai*iti»rt(ii(«ar>ingl*t*l*ordifflcu(K,TT>et«>ji^*ftdiilrcon«iiioJmiiihifflK-#ti»n.p»»bl*iaiin*itithlfe 
uudsAT  Ptfctf  b<  i«t(*d  b«tli  '"n  l}>»  Itnal  aii*iaera»d  trr  ontttr  tJibiiM«l  aiuaim  m  (hr  fcwi|  hand  proridDip.  Srkpral 
(ei*ltio1l  ronip-'^wiv  ar'  pirnid*d  twre  ■«  llT^l  Th»  iHrd  modulr  cdrui.ii>  uldnwluii  priAlxmi!  wip  paiticulaHv  nicp 
h-afuir 'ilthr  dl^iiiv^nmntd^la  ii  rha'  iHr  Inn^  handdi.xiuon^ppi  canbriJtijiilBvrdalrtnigia'lth  ibprnnalTidpr  monJrrfn 
rlr..lvrtrnn.m>Tr.<.lHrpmcrH)jlrb.,>r1>lrhlhprpm><r,llei<tdpi<><'<l(.l>mqTrACHER'SAmri..r.r,lmrlrlvfl>bill  bill 


STATISTICS  and  ENGINEERING 


DIGITAL  FILTER  IA>.*i 
niiGITAlFll.TlHI>Hi'^ 

nirKoAtrltDmaRwnu.eilfi 
b^'dlrpcfly  pnipring  pniMi 


plUumpuicCiii  Piii:«:  J.iV.v;  Cilsvellc.SJ.V9^  Uitk^cEC 

r  rial!  jiincpsiingprciqram  KhKhpirlmiliilhr  uhI  liisJrilgii'hiiiiiiiiii  hllri  luicli'in 
In  ItirptplLEiidniJan  mi>^r  [Kr*ha^>(if  ihp|irqurn[v"'<*^lril<Jrii.'ii''^  it'iptcifird 
'  dpbiipd  hllrr  runr  In  ihr  mrinii  n^ndr.  idral  Inn  paM.  high pait  and  bandjiau 
nqdr^ppi  accKidinS  Entlu-nuniliri  ail  pairi,l>u«rdil<i  ihi-i'alfLlalltw.TheHtiFKni 
opcionalliv  ■kobp-uiu.mlhrdullhaKaniignsfxnrtMn.  Ifi3ddiiiim.  m.jlT>-Ua4t  BunTr«r<i4lhhl1fr'i  mav  bcKlcclvd 
urpMiTIIIClIA]:  FIITIHi(Hhidpp]<nTiiTvaolr>i«daLab<forfBr>dahfrlilt''in4.at»rlU<d>wl>vofthrchnw7iei!rr 

iionii    AIwi  liHltHlr^  BIP  rnnvrniml  d*U  (Jntai)*-  t*lf^tl*i  aivd  <dll|iK|  pT«(4lHY« 


DAT4  SMnaTHi':R  iLNM  Jtailitilc  fm-  AurH 

Tlin  ip^fijl  dai*  viv'rthing  pingiiini  m*v  br  inrd  ii 
irn>rinfmin14j(T*B«IH'hair  rqualK  (ip^itrid  lliPUiHaiai<1 
k>u#nd  wi'TinddniH.flHr  laUnlalVin   AlviiiHkd>d.i%au 

FOURIER  ANALYSER  (A*iilibrer.«-.lUdiipuiKi| 


TFA  !TraT>%rcT  Fune)i»n  Aft«lyJ'< 


ampLlirtt  and  hllrri  tnj  namlninq  I 
<VV<lLVZEK  and  canlalr*  an  rnglnrri 
Un-hpuratFtRJlIlLlI  ANA1V7I  Hjolpib 


Price:  SI9.V<  Ca^wtit  Hyt^  Diskette 
iap4dtv  drnip  laapliil  inlirrnuliiin  hnin  <mm  buvtmi,  and 
ratuiPixlvnKplndFiirr  ■nilrB*>tP<>'fH'-  aimrtla'l  iitHTnlb*^ 
autnnutlt  ptcillini  nl  Ihr  ingnil  ilaia  and  unnnlbrd  rrtulri 

Prie<-  lll.f!  Cnwrt*  S;i.9J  Diikdie 

-HI iiytvali  FWpr-ngFBmlrciibrri.aiiTnHiatit'Kahng 
iluilr  thpanalvii«Dl(nmpli[nt'rdpatifintln  tuch 

Pri«:  519.9J.S2J,9!  DiskwTc 

itr  ihr  (laniilrt  tulHTJiMiii  nl  i,v-!Jrmii  ■.uth  aj^  hl-li 
puu  TFA  i\  a  majci  m^dlfitailon  n(  FOdRIFR 
ng-ltrqurnirli  pliil  t.%  Wirll  aiiiBta  rd4ll4ig  Ical'UTPf. 
riHilif  kitr.TI  Altar  pnqinr^dng  i.iwil.  A^allablf  lor 


HAHMOMC  ANALYZER  lAialliWe  for  «ll  cpcnpuiw^j 

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a^ailabl^H  Irom  DYNACOMP: 

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5**  rftiew*  in  KILOBADIJ.  Hr.  Pn'hh^,  ird  ACCESS 

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LOGIC  SIMULATOR  (Availibte  For  illeompuiwsl 


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ABOUT  DYNACOMP 


DVSACOMP  It  a  k-S-S  d,tl.Lb..lr,  -I  ,mi|l  KHtrn,  w,h»a.P  ».lh  -1**  ,p»nm«q  .hr  ur>.ld  l<u..pnlk 
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riiH  and  kiUihaud   DYNACOMF «*ii.»rr  hai  all-  !»♦*•  fbM-i 


SO 


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r   hr 


kifrar^MlK   Th*tiat<H^«|hKiraiiw^a™tBtmai 


No  matter  which  language  is  being  taught,  in 
introducing  programming  to  students  we  gener- 
ally use  a  few  simple  commands,  control  struc- 
tures for  iteration,  conditionals,  branching  and 
modules,  and  only  the  simplest  (if  any)  data  struc- 
tures. These  are  the  elements  we  would  expect  to 
make  up  a  simplified  language. 

The  third  activity  of  programming  is  testing 
and  debugging.  Beginners  often  suffer  a  great  deal 
of  frustration  in  finding  and  correcting  errors. 
Some  programming  languages  facilitate  debug- 
ging by  such  things  as  catching  syntax  errors  as 
the  program  is  entered  and  allowing  the  program 
to  be  run  one  step  at  a  time  so  it  can  be  analyzed 
carefully.  Languages  designed  to  introduce  pro- 
gramming should  contain  such  debugging  aids. 

Kidstuff  and  Karel  the  Robot  provide  simple 
languages  so  students  can  learn  programming 
fundamentals  with  a  minimal  amount  of  frustra- 
tion and  delay.  They  can  help  students  master 
recommended  principles  of  program  design  while 
making  the  coding  and  debugging  stages  as  pain- 
less as  possible. 

Kidstuff 

Kidstuff,  by  Thomas  R.  Smith,  is  suitable  for  chil- 
dren as  young  as  first  or  second  grades.  It  is  also 
appropriate  as  an  easy  introduction  to  program- 
ming for  older  children.  X/tfsff;// operates  on  PET 
computers,  and  a  version  for  Commodore  64  com- 
puters is  being  developed. 

The  commands  of  the  K/'rfsf/;// language  let 
children  write  programs  to  create  pictures  on  the 
computer  screen  and  play  music.  The  language 
itself  is  a  mix  of  turtle  graphics-like  commands 
(e.g.,  DF  for  draw  forward,  TR  for  turn  right), 
modules  like  those  in  Logo,  branches  and  loops 
similar  to  those  of  BASIC,  a  command  to  use  any 
of  the  PET  graphics  symbols,  a  music  command, 
and  special  features  to  aid  debugging. 

This  sounds  like  a  mish-mash,  but  it  has  been 
blended  into  a  coherent  teaching  tool.  A  particu- 
larly good  feature  of  the  Kidstuff  package  is  the 
manual,  which  contains  13  tutorial  lessons,  dem- 
onstration progranis,  and  suggested  projects.  The 
iCr'£y.s/»// language  and  manual  make  it  possible  for 
all  teachers  to  introduce  programming  to  their 
students.  The  manual  can  be  an  extremely  valu- 
able aid  for  teachers  who  are  not  themselves 
knowledgeable  about  programming. 

The  commands  of  the  K/"rfs//(// language  are: 

DF  -  draw  forward 

JF- jump  forward  without  drawing 

TR  -  turn  right  90  degrees 

TL  -  turn  left  90  degrees 

P  -  select  a  symbol  for  drawing  (any  letter, 

number,  or  PET  graphics  symbol  can  be  used) 

B#  -  play  a  note  of  a  specified  pitch  and 

duration 

122    COMPUTE]    JonuQfv.  1983 


There  are  also  two  control  elements  similar  to 
GOTO  branches  and  FOR/NEXT  loops  in  BASIC, 
as  well  as  two  simple  variables,  X  and  Y. 

In  addition,  Kidstuff  lets  you  "teach"  the  com- 
puter new  commands.  For  example,  you  can  tell 
the  computer  how  to  draw  a  square  of  size  5; 


TO SQUARE 

BL 

DF5 

TR 

RL4 


[begin  a  loop] 
[draw  forward  .^5  stops  I 
[turn  right  90  degreesl 
Irepeat  the  loop  4  times] 


Once  this  is  entered,  SQUARE  can  be  used  just 
like  any  of  the  built-in  commands.  This  capability, 
similar  to  the  use  of  procedures  in  Logo,  encour- 
ages modular  programming. 

Kidstuff  has  several  features  to  facilitate  de- 
bugging. First,  syntax  errors  are  caught  as  the 
program  is  entered,  and  friendly,  clear  error  mes- 
sages are  given.  It's  much  easier  for  children  to 
deal  with  an  error  message  which  savs  "OOPS! 
THE  COMPUTER  DOESN'T  UNDERSTAND"  or 
"OOPS,  LINE  NUMBER  ERROR"  than  messages 
such  as  "SYNTAX  ERROR"  or  "ERROR  112" 
found  in  other  languages. 

Also,  X;(/sfi(// has  a  WALK  option  which  tells 
the  computer  to  follow  the  instructions  in  the 
program  one  at  a  time.  When  walking,  the  com- 
puter displays  an  instruction,  follows  it,  and  then 
waits  for  the  child  to  press  the  SPACE  BAR  before 
going  on  to  the  next  instruction.  This  option,  simi- 
lar to  TRACE  or  STEP  options  in  some  versions  of 
other  languages,  is  very  valuable  for  helping  chil- 
dren analyze  their  programs  and  find  bugs. 

This  simple  language  (I  have  described  all  of 
it)  can  introduce  children  to  most  of  the  funda- 
mental concepts  of  programming.  The  only  main 
concept  missing  is  that  there  are  no  conditional 
(IF-THEN)  commands. 

Kidstuff  is  not  a  powerful  language.  It  is  very 
limited  in  the  number  of  variables,  loops,  and 
new  commands  possible.  However,  these  limits 
do  not  distract  from  its  intended  purpose.  Once 
children  find  the  limits  of  K/ds/ji/jf  constraining, 
they  are  ready  to  go  on  to  learn  BASIC  or  Logo. 
Having  mastered  Kidsfuffiirsi,  Ihey  will  find  it 
easier  to  learn  other  languages. 

Karel  The  Robot 

Karel  the  Robot,  by  Richard  E.  Pattis,  is  designed 
for  high  .school  and  college  students.  It  teaches 
concepts  of  structured  programming  and  can  serve 
as  an  excellent  bridge  to  learning  Pascal,  a  lan- 
guage now  taught  in  many  colleges  and  univer- 
sities and  becoming  increasingly  popular  in  high 
schools.  There  is  a  book  about  Karel  the  Robot's 
language  and  a  "simulator"  for  Apple  II  computers 
that  lets  you  explore  the  language. 


Karcl  the  Robot's  world  consists  of  a  grid  of 
streets  and  avenues,  walls  which  block  Karel's 
paths,  and  beepers  which  Karel  can  pick  up,  carry, 
and  place  on  street  corners.  Karel,  hke  all  well-be- 
haved robots,  obeys  simple  commands.  These 
are: 

MOVE  -  go  forward  1  block 
TURNLEFT  -  pivot  90  degrees  to  the  left 
PICKBEEPER  -  pick  up  a  beeper 
PUTBEEPER  -  put  a  beeper  on  a  corner 
TURNOFF  -  end  the  program 

In  addition,  Karel's  language  contains  control 
elements  for  repeating  instructions  (the  Pascal 
ITERATE-TIMES  and  WHILE-DO  commands), 
conditional  tests  (IF-THEN-ELSE),  and  grouping 
instructions  into  blocks  (BEGIN/END).  It  also  lets 
you  define  new  instructions.  These  are  some  of 
the  most  important  elements  of  Pascal,  and  Karel's 
language  also  uses  Pascal-like  syntax. 

The  Karc!  the  Robot  book  contains  six  chapters 
which  present  Karel's  world  and  language  with 
example  programs,  suggested  problems,  and 
valuable  information  about  good  programming 
practices.  The  book  is  very  well  done  and  can  be 
used  without  the  simulator.  However,  the 
simulator  adds  a  great  deal. 

The  Karel  simulator  has  a  number  of  excellent 
features.  After  you  enter  your  program,  it  is 
checked  for  syntax  errors,  and  useful  diagnostic 
messages  are  given.  There  is  even  a  spelling  check 
routine  -  for  example,  if  you  type  "MIVE"  the 
computer  will  display  a  message  saying  "I  AS- 
SUME YOU  MEAN  MOVE".  Once  your  program 
is  syntactically  correct,  you  can  create  the  world 
in  which  you  want  Karel  to  run  your  program. 

You  assign  Karel  a  starting  location  and 
specify  the  locations  of  walls  and  beepers.  You 
then  have  many  options  as  to  how  to  run  the  pro- 
gram. For  example,  you  can  select  high,  medium, 
or  low  speed,  and  you  can  have  Karel  leave  a  trail 
as  he  moves.  Karel's  world  is  stark,  with  Karel 
looking  like  an  arrowhead  on  the  screen.  But 
watching  Karel  move  clearly  shows  how  your 
program  operates. 

A  "monitor  mode"  option  is  an  extremely 
valuable  learning  aid.  In  this  mode,  you  can  con- 
trol exactly  how  Karel  proceeds  through  your 
program.  You  can  tell  Karel  how  many  steps  to 
execute;  he  does  so  and  then  pauses  for  your  next 
command.  At  any  point  you  can  tell  Karel  to  run 
the  program  in  reverse,  display  each  command  as 
it  is  executed,  run  the  program  until  reaching  a 
specified  command,  and  use  other  options  which 
make  it  easy  to  analyze  and  debug  programs. 

Karel  the  Robot  is  a  well-designed,  gentle  in- 
troduction to  programming,  as  well  as  a  solid 
stepping-stone  for  people  interested  in  learning 
Pascal. 


Course  disks,  which  contain  solutions  to  all 
the  problems  in  the  Karel  book,  arc  available  for 
$150.  The  Karel  the  Robot  book,  published  by  John 
Wiley  and  Sons,  is  also  available  separately. 


Kidstuff 

Thotims  R.  Sniilli 

P.O.  Bo.x345 

Dedham,  MA  02026 

$59.95  cassette 

$69.95  difl:  (inc!udin<^  backup) 


Karel  The  Robot 

Cybertwnics 

999  Mount  Keinblc  Ave. 

Morristowii,  Nj  07960 

$85 


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ROUTE    309    a1     SWARTLEY     RQAO 
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JonuaiY.1983     COMPUni     123 


Micros  With  The  Handicapped 

Susan  Semancik  &  C.  Marshall  Curtis 


Developing  A 
Communications  Program 


This  is  Part  3  of  a  series  ofcohiiiiiis  to  help  the  ba)idi- 
cnpped  coiiuniiuicntc.  The  pro'^nnu  is  for  tlw  Apple, 
PET,  and  VIC. 


The  following  outline  shows  the  progress  we've 
made  so  far  in  developing  a  program  to  help  non- 
verbal, motor  impaired  individuals  in  their  com- 
munication needs: 

I.  Introduction  (COMPUTE!,  April  1982) 

II.  Menu  setup  (COMPUTE!,  June  1982) 

III.  Selection  process 

A.  Menu  selection 

1.  Menu  storage 

a.  Subscripted  variables 

b.  DATA  lists 

c.  Screen  values 

d.  Peripheral  devices 

e.  Memory  blocks 

2.  Multiple  menus 

a.  Access 

b.  Display 

Selection  Of  Menu 

Example  9  uses  subscripted  variables  and  adds 
lines  to  the  programs  of  Example  8  (June,  1982)  in 
order  to  display  a  chosen  entry  of  the  menu  at  the 
top  of  the  screen.  The  user  indicates  an  entry  by 
giving  its  menu  row  number  and  column  number 
(menu  row  numbers  start  at  one  and  increase 
from  top  to  bottom,  and  menu  column  numbers 
start  at  one  and  increase  from  left  to  right). 

In  general,  the  following  changes  to  Example 
8  will  produce  Example  9:  change  lines  5,  25,  70, 
and  130:  and  add  lines  300,  310,  and  360.  Also, 
the  menu  is  changed  so  it  will  fit  on  all  three  com- 
puters. Example  9  will  work  on  the  VIC  if  W  is 
changed  to  22  in  line  20.  The  Apple  computer 

124     COMPUTH     January,  W83 


requires  the  following  changes. 

10  TEXT:  HOME:  REM  CLEAR  TEXT  SCREEN 

75P  =  S(C)  +  TP 

95IFBR  =  0THENTP  =  TP  +  W:1F  TP>39  THEN 
TP  =  0:REM  UPDATE  TAB  IF  LINE  ENDS  WITH 
NOLF 
300  VTAB  2:  INPUT"ROW  #,  COLUMN  #?  " 

;RN,CN:  REM  INPUT  ON  2ND  LINE 
310  VTAB  1:  PRINT  M$(RN,CN):  REM  DESIRED 
MENU  ENTRY  PRINTED  ON  TOP  LINE 

Since  most  home  computers  use  memory- 
mapped  video,  when  you  PRINT  characters  on 
the  computer's  display  screen,  these  characters 
are  stored  as  screen  values  in  a  block  of  memory. 
Usually,  changing  the  values  within  this  block  of 
memory  will  change  the  screen  contents  faster 
than  using  PRINT  commands  will. 

If  you  PRINT  a  menu  to  the  screen  from  DATA 
statements,  as  is  done  in  Example  9,  you  actually 
have  the  menu  stored  in  memory  twice:  once  with- 
in the  program  storage  area  of  memory,  and  once 
in  the  video-mapped  area  of  memory.  If  you  also 
save  the  menu  using  subscripted  variables,  then 
you've  increased  the  memory  areas  to  three,  since 
it  is  now  also  stored  in  the  variables-storage  area 
of  memory.  This  can  be  disastrous  if  your  com- 
puter has  only  a  small  amount  of  memory  and/or 
your  program  or  menu  is  large! 

Entry  Selection 

We  can  eliminate  subscripted  variables  by  using 
the  RESTORE  statement  to  pick  the  words  out 
from  the  program's  DATA  statements  when  we 
need  them.  This  is  implemented  for  the  PET  and 
VIC  computers  in  Example  10,  which  lists  the 
changes  to  be  made  to  Example  9.  Make  the  same 
changes  to  the  Apple  version  of  Example  9,  along 
with  the  following  change: 

350  READ  MS:  VTAB  1:  PRINT  MS:  REM  DESIRED 
MENU  ENTRY  PRINTED  ON  TOP  LINE 


This  program  also  allows  an  entry  to  be 
selected  by  its  menu  row  and  column  numbers 
and  displayed  at  the  top  of  the  screen.  The  ad- 
vantage here  is  that  no  extra  memory  is  required 
to  store  the  entries  as  would  be  needed  by  using 
subscripted  variables.  The  disadvantage  is  that  no 
other  DATA  statements  can  be  read  in  the  program 
without  careful  checking  on  where  the  RESTORE 
and  rereading  have  left  the  DATA  pointers. 

Note  that  previous  non-menu  DATA  entries 
are  bypassed  in  line  310  of  Example  10.  If  there 
had  been  any  non-menu  DATA  entries  needed 
after  the  menu  selection,  we  would  have  had  to 
read  through  the  rest  of  the  menu  to  get  to  the 
right  DATA  statement  after  it.  (Some  computers 
don't  have  this  problem,  since  their  extended 
BASIC  allows  restoration  to  a  particular  DATA 
statement.) 

An  alternative  to  the  use  of  the  RESTORE 
statement  and  its  possible  DATA  pointer  problem 
is  to  pick  the  selected  menu  entries  from  the  video- 
mapped  area  of  memory.  This  will,  however, 
cause  loss  of  program  mobility  between  different 
home  computers,  since  this  area  of  memory  is  not 
a  standardized  location.  This  can  be  seen  by 
examining  the  differences  between  the  versions 
of  Example  11,  which  uses  the  PEEK  statement  to 
pick  up  the  screen  values  of  the  selected  entry, 
and  uses  the  POKE  statement  to  display  the  entry 
at  the  top  of  the  screen.  In  particular,  the  VIC 
needs  to  add  the  following  lines,  the  last  of  which 
is  used  to  set  the  color  register  for  text  to  be  visible 
when  POKEing  the  top  line  of  the  screen: 

130  SP  ==  7680;  P  =  SP  -H  (SR-1)*W:  GOTO  300 
312  CL  =  PEEK(646):  FOR  I  =  38400  TO  38422:  POKE 
I,CL;NEXTr 

The  Apple  also  needs  to  add  the  following  lines, 
the  last  of  which  is  used  to  help  account  for  the 
non-linear  mapping  of  the  screen: 

130  SP  =  1024:  GOTO  300 

312  R  =  SR  +  RN-1  -f  (RN-irBR:  REM  R  =  SCREEN 

ROW# 
315  PI  =  SP  +  128*(R-l)-984»INT(R/8)  -I- 980*INT(R/24) 

The  DATA  statements  in  Example  11  are  used 
only  once  to  initially  display  the  menu.  We  should 
be  able  to  save  this  memory  space  by  eliminating 
the  DATA  statements  and  entering  the  menu 
directly  to  the  screen  from  peripherals,  such  as 
tape  recorders  or  disk  units.  This  concept  will  be 
further  explored  in  our  next  article. 

Example  9:  For  the  PET  computer  -  displays  a  menu 
by  rows  from  DATA  statements,  and  uses  subscripted 
variables  to  allow  a  user  to  select  by  menu  row  and 
column  numbers  an  entry  for  display  at  the  top  of  the 
screen, 

5    BEM    EXAMPLE    9A)     PET   COMPUTER 

10    PRINT    CHRS (147) ; :REM   CLEAR   TEXT    SCREEN 


2  0  W=40:RH=6:BR=l:CH=4:BC=l;RI=2:SR=3:SC=l!RE 

M  SET  MENU  PARAMETERS 
25  DIM  S(CM) ,L(CM) ,MS (RM,CM) :S(1)=SC 
30  DATA  3,3,5,8:REM  COLUMN  WIDTHS 
35  IF  CM=1  THEN  50 
38  REM  CALCULATE  STARTING  POSITION  OF  EACH  CO 

LUMN 
40  FOR  1=2  TO  CMjREAD  L (I-l) : S (I ) =S (I-l) +L ( I- 

1}+BC:NEXT  I:READ  L(CM) 
50  IF  SR=1  THEN  70 
60  FOR  X=l  TO  SR-1:PRINT:NEXT  X:REM  POSITION  " 

CURSOR  TO  1ST  HOW  OF  MENU 
65  LP=S(CM)+L(CM)-1:IF  LP>W  THEN  200 
70  TP=0:FOR  R=l  TO  RM:FOR  C=l  TO  CM:READ  MS:M 

S (B,C)=M5 
75  P=S(C)-1+TP 
80  PRINT  TAB(P) ;M$; :NEXT  C 
90  IF  S(CH)+LEN(M$)-1<W  THEN  PRINT:TP=0 :G0T01 

00: REM  WRAPAROUND  ADVANCES  A  LINE 
95  IF  BR=0  THEN  TP=TP+W:IF  TP>a7  THEN  TP=a:RE 

M  UPDATE  TAB  IF  LINE  ENDS  W/NO  LF 
100  IF  BR=0  THEN  120 
110  FOR  B=l  TO  BR;PRINT:NEXT  B:REM  SKIP  BLANK  ~ 

ROWS  BETWN  COLUMN  ENTRIES 
120  NEXT  R 
130  GOTO  300 

139  REM  ENTER  DATA  BY  ROWS 

140  DATA  DR. ,IS,C0LD,INGEDS12 
145  DATA  I, AM, WHEN,"  AOTFH34" 
150  DATA  VOU, ARE, DRINK, .ULHCP56 
155  DATA  MOM, EAT, WANT, ?MyWKB78 
160  DATA  DAD,NO,TIME,",VJQZX90" 
165  DATA  HOT, YES, SLEEP, ";$%() '+-" 
200  PRINT  "MENU  SIZE  ERROR!":END 

300  PRINT  CHR$(19) :INPUT  "ROW  #,  COLUMN  #";  RN 

,CN:REM  INPUT  ON  2ND  LINE 
310  PRINT  CHR$(19) ;MS (RN,CN) :REM  DESIRED  MENU  ~ 

ENTRY  PRINTED  OK  TOP  LINE 
360  GOTO  360:REM  DISPLAY  ISN'T  DISTURBED  UNTIL 
USER  BREAKS  PROGRAM 

Example  10:  For  the  PET  computer-  changes  to  Ex. 
9,  so  RESTORE  can  be  used  instead  of  subscripted 
variables. 

25  DIM  S(CM> ,L(CM) :S{1)=SC 

7  0  TP=0:FOR  R=l  TO  RM:FOR  C=l  TO  CM: READ  M$ 

310  RESTOREjFOR  1=1  TO  CM:READ  N:NEXT  I:REH  BY 

PASS  PREVIOUS  DATA 
315  IF  RN=1  THEN  330:REM  BYPASS  PREVIOUS  MENU  ~ 

ROWS 
320  FOR  R=l  TO  RN-1:F0R  C=l  TO  CM:READ  M9:NEXT 

C:NEXT  R 
330  IF  CN=1  THEN  350:REM  BYPASS  PREVIOUS  COLUM 

N  ENTRIES 
340  FOR  C=l'TO  CN-1:READ  M?:NEXT  C 
350  READ  MS:PRINT  CHR$ (19) ; M$ : REM  DESIRED  MENU 
ENTRY  PRINTED  ON  TOP  LINE 

Example  11:  For  the  PET  computer-  changes  to 

Ex.  10,  so  PEEK  and  POKE  can  be  used  instead  of 
RESTORE. 

129  REM  SP=STARTING  MEMORY  AREA  FOR  SCREEN,  P= 
STARTING  SCREEN  POSITION  FOR  MENU 

130  SP=32768:P=SP+(SB-1) *W:GOTO  300 

310  REM  P1=STARTING  SCREEN  POSITION  FOR  DESIRE 

D  ENTRY 
315  P1=P+(RN-1)*W+(RN-1)*BH*W 
320  P1=P1+S(CN)-1 
330  HEM  P2=ENDING  SCREEN  POSITION  FOR  DESIRED  ~ 

ENTRY 
340  P2=P1+L(CN)-1 
350  J=0:FOR  I=Pl  TO  P2:P0KE  SP+J ,PEEK (I) : J=J+1 

:NEXT  I  ^ 

Januoiy.  1983    COMPUH!     125 


Christmas 
Bird 

Count 


Jean  B.  Rogers 
Eugene,  OR 


Personal  computers  can  make  any  hobby  more  re- 
warding. Here's  how  a  PET  contributed  to  the  author's 
bird  loatching,  along  with  some  hints  on  effective  pre- 
planning when  writing  large  programs. 

Every  year,  during  a  two-week  period  near  Christ- 
mas, thousands  of  bird  watchers  spend  whole 
days  surveying  all  the  birds  around  them.  This 
event,  the  annual  Audubon  Christmas  Bird  Count, 
provides  large  amounts  of  information  about  bird 
populations  throughout  North  and  Central 
America. 

The  first  Christmas  Bird  Count  (CBC)  was 
held  on  Christmas  Day,  1900,  when  27  birders 
noted  all  the  birds  they  saw  during  the  day.  Those 
birders  covered  25  different  areas,  mostly  in  cities 
in  the  Northeastern  USA.  CBC's  have  been  held 
every  year  since  then;  currently  about  34,000  bir- 
ders survey  nearly  1360  different  count  areas  each 
year.  Results  from  these  CBC's  are  submitted  to 
the  National  Audubon  Society  and  are  published 
in  its  journal,  American  Birds. 

In  1979,  my  teen-aged  son  and  my  husband 
decided  to  establish  a  CBC  in  the  area  near  our 
home.  Port  Orford,  Oregon.  To  initiate  a  CBC,  a 
circular  area  15  miles  in  diameter  is  chosen,  sepa- 
rate from  an  existing  CBC  area.  This  circle  is  then 
subdivided  into  sections,  and  a  group  of  people  is 
assigned  to  scour  each  section,  recording  every 
bird  identified  by  sight  or  sound.  Each  group  tal- 
lies the  birds  according  to  the  number  of  each 
species  seen.  After  the  count,  the  number  of  dif- 
ferent species  seen  by  each  party  of  observers  and 
the  number  of  species  seen  by  the  total  group  are 
counted.  For  CBC's  held  in  1979,  these  totals  var- 
ied from  the  Atlantic  area  of  the  Panama  Canal 
Zone  with  320  species,  to  Bethel,  Alaska,  with  4. 
A  reasonable  expectation  for  the  Port  Orford  area 
is  100  to  120. 

Additionally,  the  observers  record  the 
number  of  individual  birds  of  each  species  seen 
on  the  count.  For  some  species  such  as  Screech 
Owl,  only  one  individual  might  be  found  in  the 
whole  count  area.  Others,  like  the  American  Robin 

126     COMPUni     Januorv.1933 


or  the  Common  Murre,  might  be  tallied  in  the 
thousands.  The  main  data  processing  task  related 
to  a  CBC  thus  is  a  tabulation  of  sums  of  species 
and  individuals  seen.  A  count  report  including 
this  information  is  provided  for  each  participant 
in  the  count  as  weU  as  being  sent  to  the  National 
Audubon  Society. 

Since  we  wanted  an  easy-to-read,  attractive 
report,  and  needed  to  do  some  simple  numerical 
calculations,  1  concluded  that  this  would  be  a  very 
reasonable  task  for  a  microcomputer  using  BASIC. 
1  had  available  a  PET  with  8K  of  memory  and  cas- 
sette for  storage,  and  a  CBM  printer.  We  designed 
software  that  worked  successfully  for  the  1979 
Port  Orford  CBC  and  have  used  the  same  pro- 
grams for  CBC's  since. 

Designing  The  Project 

I  think  that  many  amateur  programmers  have  a 
bigger  problem  analyzing  the  project  they've  un- 
dertaken than  they  do  coding  it.  Thus,  I  propose 
to  explain  how  I  attacked  the  problem  rather  than 
to  provide  the  BASIC  code  I  used.  While  the  code 
might  be  useful  to  some  people  with  projects  very 
much  like  mine,  the  information  on  problem 
analysis  will  possibly  be  helpful  to  many  people 
with  a  wide  variety  of  interests. 

The  first  step  in  working  on  the  project  was 
to  sit  down  with  my  son  and  find  out  specifically 
what  information  he  wanted  on  the  output  report, 
as  well  as  approximately  what  he  expected  it  to 
look  like.  The  report  would  essentially  consist  of 
a  list  of  the  names  of  birds  seen  on  the  count,  the 
number  of  individuals  of  that  species  seen  by 
each  of  the  parties  (people  assigned  to  a  sub-area 
of  the  count  circle),  and  the  total  seen  by  the  whole 
group. 

In  discussing  the  report,  we  realized  that, 
with  little  additional  work,  we  could  produce  a 
field  form  for  use  on  the  count.  This  is  a  recording 
sheet  listing  the  birds  one  might  expect  to  see, 
with  spaces  for  tallying  the  number  of  individuals 
of  each  species  seen.  Each  party  has  one  person 
designated  as  recorder  who  keeps  track  of  the 
tallies.  On  the  field  form  and  on  the  final  report, 
birds  are  listed  in  phylogenetic  order.  This  is  a 
standard  order  based  on  evolutionary  progres- 
sion, and  is  used  in  field  guides,  ornithological 
research,  and  scientific  documents. 

So  the  overall  task  was  divided  down  into 
subtasks:  build  a  bird  list,  tabulate  the  results  of 
the  count,  print  the  report.  A  basic  list  of  the  birds 
one  might  expect  to  see  in  our  area,  then,  was  the 
first  thing  we  would  need.  Having  this  list  on  a 
separate  file  stored  on  a  tape  would  make  it  easily 
available  for  whatever  future  need  we  had  of  it. 

The  Master  Bird  List 

The  program  to  build  the  list  and  store  it  on  the 


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cassette  was  very  simple. 

1.  Open  the  cassette  file  for  writing 

2.  While  there  are  more  birds  to  go  onto  the 
list 

2. 1  Input  a  bird  name 

2.2  If  the  name  does  not  have  typos 

2.2.1  Then  write  the  name  on  the  tape 
file 

2.2.2  Else  request  re-entering  that  bird 
name 

3.  Close  the  file 

We'd  need  to  be  able  to  make  changes  in  the  list 
when  the  count  results  were  being  tabulated  as 
some  unexpected  birds  would  appear,  and  other 
expected  ones  would  not. 

For  creating  the  field  form,  however,  this  list 
would  be  used  directly.  We  wanted  the  complete 
form  to  fit  on  one  page  for  convenience  in  the 
field.  By  reading  the  whole  hst  into  an  array  in 
memory,  then  printing  the  list  in  two  columns, 
one  from  the  beginning  of  the  array  and  one  from 
the  midpoint  of  the  array,  all  the  names  fit  on  one 
sheet. 

There  was  even  space  for  eight  unexpected 
birds  to  be  noted  on  the  bottom  of  the  form.  To 
divide  up  the  tally  space,  a  row  of  dashes  was 
printed  in  front  of  each  bird  name.  The  procedure 
was  this: 

1.  Initialize  array  space  for  names 

2.  Initialize  dash  string  to  correct  number  of 
dashes 

3.  Open  name  file 

4.  Read  complete  list  into  array 

5.  Close  name  file 

6.  Specify  format  to  printer 

7.  While  more  copies  of  the  form  are  needed 

7.1  For  number  of  birds  from  one  to  half  of 
total 

7.1.1  Print  dash  string;  bird  name 
(counter);  dash  string;  bird  name 
(counter  +  halfnumber) 

7.2  Print  four  hues  of  pairs  of  double-dash 
strings 

By  using  the  formatting  capability  of  the  CBM 
printer,  it  was  easy  to  line  up  the  strings  in  even 
rows.  This  could  have  been  done  by  padding  the 
name  strings  with  blanks  so  they  would  be  an 
even  length,  as  I  did  later  in  this  project,  doing 
the  report. 

Processing  The  Results 

After  the  day  of  the  count  we  were  ready  to  tabu- 
late the  data  that  had  been  collected.  The  primary 
subtasks  of  the  tabulation  and  report  writing  pro- 
cess were  these: 

1.  Get  the  bird  list  and  edit  it 

130    COMPUni    .onuary.wea 


2.  Input  the  numbers  of  species  seen  by  party 

3.  Calculate  the  cross  totals  and  species 
counts 

4.  Print  the  report 

5.  Save  the  data  for  future  use 

Each  of  these  would  be  divided  further. 

The  list  of  names  of  expected  birds  was  stored 
on  a  cassette  tape,  but  some  of  these  birds  had 
not  been  found  on  the  count  day,  while  a  few 
unexpected  others  did  appear.  Using  a  simple 
editing  program,  we  read  in  the  original  list  and 
wrote  out  a  new  list  of  all  the  birds  sighted  on 
that  year's  count.  The  procedure  was  this: 

1.  Initialize  an  array  for  the  names 

2.  Open  the  master  list  file 

3.  Read  names  into  the  array 

4.  Close  master  list  file 

5.  Open  list  file  for  this  year 

6.  While  not  at  end  of  list  in  array 

6.1  Print  next  name  on  list  for  user 

6.2  If  a  new  name  should  be  inserted 
before  next  name 

6.2. 1  Then  accept  input  of  name  to  be 
inserted 

Write  new  name  to  year  file 

6.2.2  Else  if  next  name  should  he  kept 
Then  write  name  to  year  file 

Move  to  next  name 

7.  Close  the  file  with  this  year's  list 

This  procedure  deletes  birds  not  seen  by  simply 
skipping  over  them  and  not  writing  them  on  the 
current  year  list  file. 

The  next  step  required  entering  the  data  on 
sightings  of  each  bird  by  each  party.  The  input 
mechanism  I  chose  for  this  portion  of  the  project 
was  the  READ-DATA  combination.  With  this 
method,  the  data  is  specified  in  the  program  in 
non-executable  statements  that  look  like  this: 

2001  DATA  5,0,4,14,6,3,9 

They  are  read  by  an  executable  statement  (READ) 
elsewhere  in  the  program.  I  think  of  this  method 
as  attaching  a  data  file  onto  the  end  of  the  program. 
When  using  a  PET,  there  is  a  very  good  reason 
for  doing  this:  the  PET  screen  editor. 

The  built-in  editor  on  Commodore  computers 
is  very  flexible  and  easy  to  use,  not  only  for  cor- 
recting typos,  but  also  for  duplicating  lines  or 
parts  of  lines.  I  find  that  entering  a  lot  of  numerical 
data  is  hard  to  do  accurately,  even  when  using  a 
number  pad.  If  such  data  is  being  input  interac- 
tively, the  user  must  be  asked  to  confirm  each 
item  for  correctness,  making  data  entr}'  very 
boring. 

Using  the  screen  editor,  however,  makes  it 
relatively  painless  to  get  a  complete  set  of  correct 


data  via  DATA  lines  within  the  program. 

For  this  project,  we  needed  the  number  of 
birds  of  each  species  seen  by  each  party.  I  used 
one  DATA  statement  for  a  set  of  three  birds,  with 
the  line  numbers  of  the  statements  keying  back  to 
the  birds  on  the  list.  I  then  ran  the  program  to 
combine  the  names  from  the  cassette  file  with  the 
data  on  the  sightings. 

1.  Open  name  file 

2.  Initialize  array  for  names 

3.  Read  in  names 

4.  Close  name  file 

5.  Open  results  file  on  cassette 

6.  For  birds  from  1  to  end  of  list  in  array  do 

6.1  Read  a  set  of  data  from  the  sequential 
DATA  statements 

6.2  Get  the  next  name  from  the  array 

6.3  Write  the  name  plus  the  data  to  the 
results  file 

7.  Close  results  file 

By  now  you  have  noticed  that  1  write  inter- 
mediate steps  of  my  processing  out  to  cassette 
files  frequently.  This  is  not  because  I  enjoy  waiting 
for  the  tape  read  and  writes.  It  is  my  insurance 
against  radical  loss.  I  am  cautious  enough  about 
my  machine  and  the  perfection  of  my  programs 
that  I  never  want  to  get  too  far  away  from  my  last 
plateau.  Additionally,  by  dividing  the  total  project 
into  chunks,  each  of  the  parts  did  not  come  up 
against  the  size  limitation  of  8K  memory,  while  a 
program  to  do  the  complete  project  undoubtedly 
would  have. 

Creating  The  Report 

The  next  step  was  to  actually  process  the  data. 
This  cycle,  I  read  each  line  of  data  including  the 
name  from  the  cassette  file  and  processed  the 
numbers  in  it.  I  then  packed  it  into  a  string  variable 
and  put  it  temporarily  in  an  array.  It  was  necessary 
to  do  this  in  sections  because  the  memory  is  in- 
sufficient to  hold  the  complete  set  of  data  in  the 
array. 

This  was  still  quite  convenient,  though,  be- 
cause we  found  that  25  lines  of  data,  plus  a  head- 
ing, fit  nicely  on  a  page  for  the  report.  We  pro- 
cessed it  in  units  of  this  size,  ending  up  with  a 
report  with  five  pages  of  results  (see  the  chart). 

After  each  set  of  25  was  processed,  we  printed 
the  needed  number  of  copies  of  that  page  of  the 
report,  then  proceeded  to  the  next.  The  last  page 
was  somewhat  different  because  of  the  totals,  but 
the  general  process  was  this: 

1.  Open  input  file 

2.  Initialize 

a)  a  string  array  of  25  elements 

b)  an  eight-element  array  to  read  the  data 
into  (seen) 


Bird  Count  Results 

NUMBER  SEEN 

BV  PARTY 

1 

Z 

3 

4 

3 

6 

TOTAL 

connoN  LOOM 

-  B 

3 

0 

a 

0 

1 

4 

ARCTIC  LOOM 

-        0 

0 

0 

1 

0 

1 

Z 

RED-THROftTED  LOON 

-        I 

m 

0 

4 

3 

1 

9 

LCIQM  SP. 

-   0 

40 

0 

1= 

0 

0 

55 

RED-NECKED  GREBE 

-    0 

e 

0 

1 

0 

1 

2 

HORNED  GREBE 

'  15 

2 

0 

5 

0 

2 

24 

EARED  GREBE 

-   Z 

e 

0 

1 

0 

0 

3 

WESTERN  GREBE 

-   6 

2 

0 

4 

0 

2 

14 

PIED-BILLED  GREBE 

-     e 

7 

0 

2 

1 

14 

24 

DBL-CRSTB  CORMORANT 

-      2 

JZ 

1 

2 

1 

1 

19 

BRBNBT'S  CORMORANT 

-    e 

0 

0 

2 

0 

0 

2 

PELABIC  CORMORANT 

-    e 

I« 

0 

61 

0 

8 

83 

GREAT  BLUE  HERON 

-      3 

2 

3 

3 

I 

1 

13 

GREEN  HERON 

-  e 

e 

0 

0 

0 

1 

1 

BBEAT  EERET 

-  0 

B 

0 

0 

1 

1 

2 

CATTLE  ESRET 

-  1 

0 

0 

0 

2 

0 

3 

WHISTLING  SWAN 

-  e 

e 

0 

0 

1 

0 

1 

GOOSE  SP. 

-    e 

20 

0 

0 

0 

0 

20 

MALLARD 

-  2a 

0 

37 

0 

0 

0 

65 

QADWALL 

-  a 

4 

0 

0 

0 

0 

& 

PINTAIL 

-  a 

ZB 

0 

0 

0 

0 

2B 

GREEN-WNGO  TEAL 

-   A 

10 

0 

2 

0 

0 

IB 

AMERICAN  UIGEON 

-   B 

0 

Z3 

0 

e 

2 

33 

R INS-NECKED  DUCK 

-   3 

0 

0 

a 

e 

10 

13 

CANVflSBACK 

-   1 

0 

0 

0 

0 

2 

3  . 

VaXO«-RMPD  WARBLER 

-  7i 

34 

5 

4i 

1 

650 

B12 

PALM  WARBLER 

-   1 

0 

0 

0 

0 

0 

1 

HOUSE  SPARROW 

-  25 

0 

0 

0 

0 

20 

45 

WESTERN  MEADOMLARK 

-  2e 

0 

3& 

72 

12 

0 

140 

REDWINGED  BLACKBIRD 

-  0 

0 

100 

0 

b 

0 

106 

BREWER'S  BLACKBIRD 

-  3 

0 

5 

0 

13 

40 

61 

HOUSE  FINCH 

-   1 

0 

B 

0 

0 

6 

19 

PINE  SISKIN 

-  li 

0 

a 

0 

0 

5 

21 

ANERICAN  GOLDFINCH 

-   0 

0 

0 

3 

0 

S 

8 

RED  CROeSBILL 

-   0 

0 

13 

0 

0 

0 

13 

RUFQUS-SIDE  TOWHgE 

-   7 

2 

5 

2 

t 

I 

ta 

SAVANNAH  SPARROW 

-  e 

0 

0 

12 

0 

0 

12  . 

ORESON  JUNCO 

-  43 

>3 

70 

30 

36 

S3 

263 

WHITE-CRNO  SPARROW 

-  53 

e 

3a 

21 

13 

10 

133 

60LDN-CRND  SPARROW 

-   3 

0 

0 

1 

0 

0 

4 

FOX  SPARROW 

-   7 

4 

11 

21 

0 

4 

49 

LINCOLN'S  SPARROW 

-  e 

0 

0 

1 

e 

0 

t 

SONS  SPARROW 

~    17 

It 

4 

3S 

1 

9 

77 

LAPLAND  LONBSPUR 

-   0 

0 

0 

3 

« 

0 

3 

SPECIES  SEEN 

-  56 

S4 

45 

74 

3S 

61 

ns 

TOTAL  INDIVIDUALS  SEEN-  U944 

Januafy.19B3    COMPUH!    131 


c)  an  eight-element  array  to  count  species 
seen  by  party  (count) 

3.  Create  the  heading  strings 

4.  For  the  first  hundred  birds  (four  sets)  do 

4.1  For  25  data  lines  do 

4. 1 . 1  Read  a  data  line  (name  and  eight 
numbers  into  seen  (party)) 

4.1.2  For  each  of  the  eight  parties 

4. 1 .2. 1  If  bird  seen  by  the  party  (not  0) 
Then  increment  count  (part)  by  1 

4.1.3  Sum  numbers  seen  across  the  eight 
parties 

4.1.4  Make  strings  of  the  numbers  seen 
and  the  total 

4.1 .5  Build  a  string  of  the  name,  number 
strings,  total  string 

4.1.6  Place  this  output  siring  in  the 
string  array 

4.1.7  Accumulate  grand  total  of  num- 
bers seen 

4.2  For  the  number  of  copies  of  the  report 
needed 

4.2.1  Print  heading 

4.2.2  Print  the  set  of  25  output  lines 

4.3  Write  the  set  of  25  output  lines  to  a  file 

The  process  was  repeated  in  a  similar  manner 
for  the  last  page.  Here  there  were  fewer  data  lines, 
and  at  the  bottom  of  that  page,  the  total  number 
of  species  seen  by  each  party  and  the  grand  total 
of  individuals  and  of  species  seen  were  printed. 

When  building  the  output  string,  the  name 
and  number  strings  were  padded  with  blanks, 
effectively  formatting  the  printed  output.  BASIC'S 
string  functions  make  this  quite  simple,  and 
storing  in  one  string  array  again  saves  space  in 
memory. 

Using  these  programs,  we  have  been  able  to 
get  reports  out  to  participants  within  a  week  of 
the  count.  We  have  been  pleased  with  the  quality 
and  attractiveness  of  the  reports,  as  well  as  appre- 
ciating the  use  of  our  personal  computer  to  make 
another  hobby,  birding,  even  more  enjoyable.     © 


P5ST...HEY,  SOFTWARE  PIRATE! 

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message  hidden  on  this  disk.  If  you're  the  first  to 
do  it,  there's  a  S200  reward  waitin  for  you  at 
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THE  FINAL  CHALLENGE 
For  your  1 6K  +  Atari  computer  with  81 0  disk  drive 
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rvlember&  of  Concom  Enterprises  will  be  the  sole  judges 
of  who  IS  the  first  to  find  the  secret  message.  Aaron 
Contorer  president  


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132    COMPUTE!     Januaiy,  1983 


PRODUCTS  FOR  ATARI*  400/800 
FROMELCOMP 


ATARI  BASIC  -  Larriinq  by  Usfifl 

An   e^celteni   book    for  tfw  begfnnef.  Wany  ihon  (xograms   | 
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Ordw  #1M  B7.95 

GtniH  for  lh«  ATARI  Computar 

This  book  des^yibes  achanced  programmir^fl  TKhniQuei  like 

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Conlaini  mafi^   fe»dy   10  run  programs   in  BASl^C  arid  orw 

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Orttar#lBa  *7.9S 


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Prt>gram>niiTig  in  6502  Mschin*  LtngilBt  on  ytwrPET+CBM 
2  compleie  Ed^Io^/Ass*mbEe^s    (Source  code  3  hoxdiimp  + 
desCTipIion     plui     a     powerful     rTWCfiine     language    monrlor 
(Hexdumpl  1 
Ord*r#l6«  S1S-B5 

How  la  pfooram  youi  ATARI  in  6502  m«ctiina  ■ar>gussa 
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SOFTWARE  IN  BASIC  FOR  ATARI 


Invoice  Writing  for  Small  Bu«in«» 
This  program  ruakes  writing  invoiceiMiy.  Store  vqmt  ! 
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number.  The  shipping  cost  and  the  discount  may  be  I 
calculated   automatically  depending  on  the  quantity 
ordered  Or  entered  manually,  Ths  description  to  the 
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This  menu  driven  program  allows  the  small  business 

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Order  #7212  canatto  version  X19.95 

Order  #7213  disk  version  X24.9S 

Inventory  Control 

This  program  is  menu  driven.  U  gives  you  the 
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The  programs  from  book  no.  164  on  cassette.  (Book 

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Order  #7100  S29.00 

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Games  on  cassette.  (Bomber,  tennis,  smart,  cannon 

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„icr<.c«nii«W 


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Handbook  1645  pages) 
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Ord*r'No.    29 


Care  and  Feeding  at  the  Commodore  PET 
Eight    chapters    exploring    PET    hardware.    Includes 
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SOFTWARE  IN  MACHINE  LANGUAGE  fof  ATARI 

ATMONA-1 

This  is  a  machine  language  monitor  that  provides  you 
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This  is  3  tracer  (debugger)  that  lets  you  explore  the  I 
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valuable  in  understanding  the  microprocessor.  At 
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Ordef -7049  casucte  version  t49.95 

Order  #7050  disk  version  S&4.00 

ATMAS 

Macro- Assembler  for  ATARl-800/4ak.  One  of  the 
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Versatile  editor  with  scrolling.  Up  to  17k  of  source- 
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Order  #7099  disk  venton  S89.00 

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ATEXT-1 

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I  GUNFIGHT 

This  game  (8k  machrne-languagel  needs  two  foystieks, 
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I  each  other.  Comes  on  a  bootable  cassette. 
Order  #7207  J19.95 


FORTH  for  the  ATARI 


FORTH  from  ELcomp  Publishing,  Inc.  is  an  extended 
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Utility  package  includes  decompiler,  sector  copy, Hex- 
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Order  #7055  diik  S39.95 

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Order  #7230  disk  £29.95 

Learn-FORTH  from  Elcomp  Publishing,  Inc. 

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Order  #7053  £19.95 


Expansion  boards  for  the  APPLEtll 


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High  Resolution  Turtle  Graphics 

Connecting  The  Strobe  Pen  Plotter  To  Apple  Turtle  PILOT 


David  D  Thornburg,  Associote  Editor 


There  comes  a  time  when  most  users  of  turtle 
graphics  wish  they  could  get  higher  resolution 
pictures  than  those  shown  on  the  display  screen. 
The  easiest  way  to  accomplish  this  is  to  connect 
the  computer  to  a  graphic  pen  plotter.  Pen  plotters 
have  been  available  for  many  years,  but  it  is  onlv 
recently  that  their  cost  has  dropped  to  the  point 
that  they  are  affordable  to  home  computer  users. 

Of  the  various  low-price  plotters,  the  Strobe 
Model  ion  has  a  price  of  under  S800  (including 
Apple  interface  card  and  software),  and  has  a 
resolution  of  0.002  inches  in  both  axes.  It  uses 
inexpensive  fine-point  pens  from  the  corner 
drugstore,  and  plots  on  plain  SVi  x  11  paper.  With 
special  pens,  it  can  also  plot  directly  onto  plasHc 
sheets  for  overhead  transparencies. 

While  Strobe  provides  several  application 
packages  for  various  business  and  other  graphic 
applications,  the  plotter  can  also  be  interfaced  to 
any  program  written  in  Applesoft  BASIC.  In  order 
to  use  the  plotter  with  your  own  programs,  you 
must  first  load  the  printer  driver  program  (sup- 
plied). Since  this  program  resides  just  above  mem- 
ory location  35071  and  is  executed  with  the 
Applesoft  CALL  command,  I  have  not  found  a 
way  to  use  this  plotter  directly  from  Logo.  Anyone 
who  has  solved  this  problem  is  invited  to  write 
about  it! 

Modify  PILOT 

Devout  turtlers  need  not  feel  depressed,  however, 
since  the  Turtle  PILOT  language  by  Alan  Poole 
(published  in  the  September  1982  issue  of  COM- 
PUTE!) is  written  in  Applesoft. 

This  language  system  consists  of  two  pro- 
grams -  an  editor  for  creating  PILOT  listings,  and 
a  translator  that  converts  the  PILOT  program  to 
Applesoft  and  appends  the  necessary  BASIC 
utilities  needed  to  make  everything  work  prop- 
erly. To  interface  the  plotter  to  the  language,  one 
needs  only  to  modify  two  subroutines  and  add 
one  new  subroutine  to  the  translator  program.  To 
keep  these  programs  clear,  I  will  show  only  the 
changes  that  are  to  be  made  in  the  program  pub- 
lished in  Poole's  original  article.  If  you  used  dif- 
ferent line  numbers  in  your  version,  in  order  to 
see  where  you  should  put  them  you  will  have  to 
compare  these  changes  with  the  original  listing. 

The  modifications  to  the  translator  perform 

13d    COMPUrei    .onuciiv.1983 


three  tasks: 

1.  We  must  load  the  plotter  driver  routine 
and  initialize  the  system.  Since  the  routine 
starting  at  line  50000  is  used  at  the  beginning 
of  every  translated  program,  this  is  where  we 
will  add  these  tasks. 

2.  We  must  add  plotter  commands  after  the 
screen  drawing  commands  so  that  our  plotted 
image  will  appear  at  the  same  time  it  is  being 
drawn  on  the  screen.  The  screen  drawing 
routine  begins  at  line  55000,  so  this  is  where 
we  will  make  these  changes. 

3.  Finally,  we  need  to  add  a  routine. that  scales 
the  plot  commands  for  the  paper  size  and 
plotter  resolution,  sets  the  pen  in  the  up  or 
down  position  as  appropriate,  and  ships  this 
assemblage  of  data  to  the  plotter  for  execu- 
tion. We  will  create  this  routine  starting  at 
line  56000. 

Because  all  the  changes  are  in  that  portion  of 
the  translator  appended  to  each  translated  pro- 
gram, only  one  tiny  change  needs  to  be  made  in 
the  PILOT  programs  themselves.  As  im- 
plemented, the  command  G:GOTO  x,y  will  only 
be  executed  when  the  next  G:DRAW  command  is 
given.  If  you  are  moving  the  turtle  to  a  new  loction 
X,Y  with  the  pen  up,  you  can  execute  this  on  the 
plotter  with  the  sequence: 

G:PEN  UP;GOTO  X,Y;DRAW  0;PEN  DOWN 

The  function  of  the  DRAW  0  command  is  to  force 
the  plotter  to  carry  this  motion  out  before  setting 
the  pen  down. 

Except  for  the  small  inconvenience  of  adding 
the  extra  DRAW  0  commands  after  each  GOTO, 
any  of  your  existing  PILOT  turtle  graphics  pro- 
grams will  run  on  the  plotter  as  soon  as  they  have 
been  re- translated.  I  recommend  using  the  original 
translator  for  making  sure  the  picture  fits  on  the 
screen  and  otherwise  does  what  you  want.  Once 
this  is  done,  you  can  use  the  modified  translator 
(called,  for  example,  TRANSPLOT)  to  generate 
the  BASIC  program  that  will  both  draw  pictures 
on  the  display  and  plot  them  on  the  plotter  at  the 
same  time. 

To  try  out  the  plotter,  I  entered  the  following 
PILOT  program: 

*SQUIRAL 


G:  CREAL 

C:A  =  0 
*LABEL 
GiDRAW  A 
G:TURN  91 
C:A  =  A  +  1 
|(A<100):*LABEL 
E; 


When  this  was  translated  and  run,  I  was  able  to 
get  a  beautiful  squiral  pattern  that  was  devoid  of 
the  jaggies  one  gets  with  a  raster  display  screen. 


As  you  create  pictures  of  your  own,  you  will 
want  to  change  pen  colors  every  so  often  in  the 
middle  of  a  drawing.  An  easy  way  to  do  this  is  to 
use  the  following  procedure  when  you  want  to 
change  colors: 

*QUERY 

T:CHANGE  FEN  AND  PRESS  RETURN 

A: 

E: 

This  will  stop  the  execution  of  the  program  while 
you  change  pens.  When  you  are  ready  to  start 
plotting  again,  just  press  RETURN. 

The  following  figures  are  but  a  small  indica- 
tion of  the  pleasures  that  await  those  of  you  who 
want  to  increase  the  resolution  of  your  turtle 
graphics. 


The  changes  to  be  made  in  the  Translator  program 
of  Apple  Turtle  PILOT  include: 

1.  Set  up  procedure: 

50000  PRINT  CHR$(4);"BLOAD  PLOT1.8" 

50002  HIMEM;  35071 

50004  CALL  35081 

50006  DIM  Q$(25),QS(31) 

50008  QP  =  1:QX  =  0:QY  =  0:GOSUB  56000:QP  =  0 

2.  Modify  drawing  routine: 

55004  GOSUB  56000 

55045  IF  QP  =  1  THEN  GOSLIB  56000 

55060  HPLOT  TO  QX  + 139.0005,  -QY  +  80.0005: 

GOSUB  56000 
55070  RETURN 

3.  Add  plotter  routine: 

56000  XI  =  20*(QX  +  137.5):YI  =  20*(QY  + 106.25): 

P%  =  QP  +  2 
56010  IF  XKO  THEN  XI  =  XI  +  65536 
56020  IX%  =  XI/256 
56030  POKE  35085, IX% 
56040  IX%  =  XI-IX%*256 
56050  POKE  35084,IX% 
56060  I F  YI< 0  THEN  YI  =  YI  +  65536 
56070  IY%=YI/256 
56080  POKE  35087,IY% 
56090  IY%  =  YI-IY%*256 
56100  POKE  35086,IY% 
56110  IF  P%<0  THEN  P%  =  P7o  +  255 
56120  POKE  35088,P% 
56130  CALL  35072 
56140  RETURN 

Note:  If  you  are  extremely  picky  about  plotting 
accuracy,  add  the  line: 

56005  XI  =  XI*1.0007506:YI  =  Yin.0198781 

Any  disk  that  contains  programs  generated  with 
Transplol  also  needs  to  have  a  copy  of  the  Strobe 
program  P/ofl.8.  To  copy  this  program  to  your 
disk,  place  any  Strobe  disk  in  your  Apple  and 
enter: 

BLOAD  PLOT!. 8 

Next,  insert  your  program  disk  and  enter: 

BSAVE  PLOT1.8',A$8900,L$6E0  € 


*IBM-PC  *TRS  80-11  •••ATARI 

"Quality  Computer  Producte  at  Sensible  Prices" 

EARTH  ATTACKERS  19.95 

•  Gfcal  graphics,  quick  action 

•  TRS  80-11.  wiin  Basic 

UTILITIES  19.95 

•  Colleclion  of  software  tools  (Printer  setup,  tile  conversion  and  more) 

•  IBM  PC  witn  DOS  Basic 

MAIL  LIST  and  LABEL  control  program  49.95 

•  User  Friendly 

•  IBM-PC 

BASIC  CROSS  REFERENCE  49.95 

•  TRS  80-11  witti  Basic 

ATARI-400       48K  upgrade  kit  (introductory  offer)  99.95 

•  Simple  1-hour  installation 

•  Everything  you  need  (except  soldering  iron) 

— -  -^^^ ■•    Micro  Systems  Exchange     ^8^ 

====   —     -    -^^      PO- Box  4033  ^mm 

=  "==   _ — =  .^^      Concord,  CA  9452-1 


'Trcidemarh 

Inlernatiur^al  Business 

Mactiines  Corp- 


'Trademarh 
Tandy 
Corp. 


"Trademark 

Ol  Atari. 

Inc 


Jonuaiv,1983    COMPUni     135 


Apple  Educational  Games 

Sheila  Cory,  Chapel  Hill,  NC 


If  you  are  either  a  teacher  or  a 
parent  of  young  children  and 
have  access  to  an  Apple  II  + 
computer  with  48K  and  a  disk 
drive,  there  is  some  software 
available  that  you  should  know 
about.  Produced  by  The  Learn- 
ing Company,  it's  specifically 
designed  for  preschool  and 
elementary-school  youngsters. 

This  review  covers  three 
packages  of  programs.  The  first, 
juggles'  Rainboiv,  is  designed  for 
children  aged  three  to  six.  The 
second.  Bumble  Games,  is  for 
ages  four  to  ten,  and  the  third. 
Bumble  Plot,  eight  to  thirteen.  All 
three  packages  are  well  designed, 
and  the  sequence  of  the  material 
progresses  logically. 

Juggles'  Rainbow 

juggles'  Rainbow  is  a  welcome 
addition  to  the  small  amount  of 
good  software  for  the  preschool, 
kindergarten,  and  first  grade 
set.  Frequently,  teachers  of  very 
young  children  are  left  out  when 
computers  are  discussed  in  fac- 
ulty meetings  or  workshops, 
and  feel  that  there's  not  much 
that  can  be  done  with  the  com- 
puter for  children  who  don't  yet 
have  reading  skills.  It  takes  great 
sensitivity  to  the  particular  qual- 
ities of  children  of  this  age  to 
produce  software  that  is  inter- 
esting, challenging  without 
being  too  difficult,  and  educa- 
tionally sound,  juggles'  Raiuboif 
shows  this  sensitivity. 

juggles'  Rainbow  consists  of 
three  programs  for  children,  and 
one  program  for  teachers  or  par- 
ish  COMPUni    Januarv19a3 


ents.  The  children's  programs 
are  Juggles'  Rainbow  (the  name 
is  used  for  the  entire  package 
and  for  one  of  the  programs  with- 
in the  package),  Juggles'  But- 
terfly, and  Juggles'  Windmill. 
The  adults'  program,  called  The 
Big  Question  Mark,  allows  the 
setting  of  options  such  as 
whether  sound  should  be  in- 
cluded in  the  program,  whether 
the  child  should  be  given  picture 
and  word  or  just  word  clues, 
and  gives  instructions  for  di- 
viding the  keyboard  into  halves 
and  quarters  for  some  of  the 
exercises. 

Juggles'  Rainbow  is  de- 
signed to  reinforce  the  teaching 
of  the  concepts  of  above  and  belozv. 
The  program  divides  the 
keyboard  into  an  upper  and  a 
lower  section  with  a  blue  strip  of 
cardboard  that  is  provided  with 
the  diskette.  A  blue  lino  appears 
on  the  screen.  Children  find  that 
when  they  depress  a  key  below 
the  keyboard  divider,  a  colorful 
vertical  line  appears  below  the 
blue  screen  line,  and  when  a  key 
is  depressed  above  the  keyboard 
divider,  a  colorful  line  appears 
above  the  screen  line. 

The  next  segment  of  this 
program  prompts  the  user  to 
depress  keys  above  and  below 
the  keyboard  divider  to  color  in 
outlined  bars  above  and  below 
the  blue  screen  line.  The  third 
segment  allows  the  child  to  apply 
his  skill  with  above  and  below  to 
create  a  colorful  rainbow. 

Juggles'  Butterfly  reinforces 
the  concepts  of  left  and  right. 


Again  the  keyboard  is  divided 
with  a  provided  blue  strip,  but 
this  time  the  division  is  in  a  ver- 
tical direction,  creating  a  left  and 
right  section  of  the  keyboard. 
The  program  works  basically  the 
same  way  as  Juggles'  Rainbow, 
but  the  final  segment  allows  the 
child  to  create  a  marvelous  but- 
terfly by  applying  color  to  the 
right  and  left  sides  of  the  but- 
terfly body  as  keys  to  the  right 
or  left  of  the  keyboard  divider  are 
depressed. 

Juggles'  Windmill  takes  the 
learning  one  step  further  by 
having  the  child  depress  keys 
above  {or  below)  the  horizontal 
keyboard  divider  and  to  the  left 
(or  right)  of  the  vertical  divider. 
The  culmination  of  this  activity 
is  the  creation  of  a  windmill  that 
would  delight  a  very  young 
child. 

Luring  our  four-year-old 
visitor,  Christopher,  away  from 
his  LEGO  project  to  try  out  these 
programs  was  difficult,  but  they 
quickly  absorbed  him.  This  was 
not  only  his  first  opportunity  to 
use  the  programs,  but  was  also 
his  first  time  using  a  computer. 
A  good  deal  of  adult  guidance 
was  needed  to  help  him  figure 
out  what  he  was  supposed  to 
do,  and  to  extend  the  learning. 
This  program  could  make  ideal 
use  of  a  classroom  volunteer  or 
older  child  whose  role  would  be 
to  talk  through  the  concepts, 
exclaim  over  the  results,  and 
guide  the  discoveries  made  using 
the  computer. 

One  problem  Christopher 
had  was  keeping  the  cardboard 
keyboard  dividers  in  place.  I 
recommend  that  a  piece  of  heavy 
blue  yarn  be  used  instead  of  the 
cardboard.  The  yarn  could  be 


placed  between  the  second  and 
third  rows  of  the  keyboard, 
rather  than  over  the  third  row  as 
suggested  in  the  manual,  and 
the  yarn  could  be  securely  taped 
in  place  at  each  end.  A  similar 
proceciure  could  be  used  for  the 
vertical  keyboard  divider.  Chris- 
topher's interest  in  the  activity 
lasted  about  ten  minutes,  giving 
him  time  to  get  through  Juggles' 
Rainbow  and  begin  Juggles'  But- 
terfly. His  enjoyment  of  the  ac- 
tivity was  evident  when  he  asked 
me  if  he  could  play  the  rainbow 
game  again  before  he  went 
home. 

Bumble  Games 

Bumble  Games  introduces  the 
delightful  Bumble,  who  is  the 
central  character  in  all  of  the 
programs  in  Bmuble  Games  and 
Bumble  Plot.  The  learning  objec- 
tive in  Bumble  Games  is  to  teach 
the  graphing  of  positive  num- 
bers. Some  of  the  concepts 
covered  are  also  covered  in  the 
MECC  (Minnesota  Educational 
Computing  Consortium)  game 
of  Hurkle.  The  Binnblc  Games 
diskette  contains  six  programs, 
each  one  progressively  more 
sophisticated.  The  sequence  is 
excellent,  extending  the  learning 
by  a  small  degree  with  each  suc- 
cessive game. 

The  program  Find  Your 
Number  begins  the  sequence  by 
giving  practice  in  finding  a 
number  between  zero  and  five 
that  Bumble  has  secretly  chosen. 
The  child  is  shown  a  horizontal 
or  a  vertical  number  line  with 
the  numbers  zero  to  five  on  it, 
and  makes  a  guess.  Bumble  re- 
sponds with  a  left  or  right  arrow 
in  the  case  of  a  horizontal 
number  line,  and  an  up  or  down 
arrow  in  the  case  of  a  vertical 
number  line,  indicating  whether 
the  next  number  guessed  should 
be  more  or  less  than  the  present 
guess.  The  horizontal  and  verti- 
cal number  lines  begin  preparing 
children  for  an  X  and  Y  axis  that 
they'll  see  in  a  later  program. 
When  the  number  is  guessed, 
the  child  gets  a  colorfxil  display 


of  the  number,  accompanied  by 
tones  representing  the  number. 
If  two  cliildren  want  to  play  this 
game.  Bumble  will  select  two 
numbers. 

Find  the  Bumble  introduces 
a  four-by-four  grid,  cleverly  dif- 
ferentiating the  X  and  Y  axes  by 
labeling  one  with  letters  and  one 
with  numbers.  Bumble  hides  in 
one  of  the  boxes  formed  by  the 
grid,  and  the  child  must  find 
Bumble  by  naming  the  coordi- 
nates of  his  box.  Bumble  is  very 
helpful,  telling  the  child  to  pick 
bigger  or  smaller  numbers  for 
the  Y  axis,  and  letters  to  the  left 
or  to  the  right  for  the  X  axis. 
When  Bumble  is  found,  his 
friendly,  bigger-than-lifc  image 
appears  on  the  screen. 

Butterflv  Hunt  has  Bumble 
out  searching  for  his  lost  but- 
terfly. This  game  works  very 
much  like  Find  the  Bumble,  but 
a  slightly  larger  grid  prepares 
the  child  for  the  next  game.  Visit 
From  Space. 

Visit  From  Space  introduces 
the  idea  that  the  intersection  of 
two  lines  in  a  grid  can  be  named 
by  using  a  number  on  the  bottom 
of  the  grid  and  one  at  the  side. 
In  this  game,  both  X  and  Y  axes 
are  labeled  with  numbers.  The 
object  of  the  game  is  for  the  child 
to  find  Bumble's  cousin  who  has 
flown  in  from  outer  space  and  is 
hiding  in  his  spaceship  some- 
where on  the  grid.  Very  clear 
graphic  and  written  clues  help 
the  child  learn  to  locate  exactly 
the  intersection  he  wants  to 
guess.  When  the  spaceship  is 
finally  found,  it  zooms  across 
the  screen,  making  appropriate 
outer-space  noises! 

Tic  Tac  Toe  is  a  game  for 
two  players,  similar  to  the  more 
conventional  tic  tac  toe.  The  idea 
is  for  the  child  to  get  four  markers 
in  a  horizontal,  vertical,  or 
diagonal  line  before  his  or  her 
opponent  does.  The  game  screen 
consists  of  a  five-by-five  grid, 
and  a  marker  is  placed  by  naming 
the  coordinates  of  the  desired 
position. 

The  board  is  somewhat  con- 


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fusing  to  the  beginning  player;  it 
would  be  helpful  for  the  teacher 
to  make  a  similar  board  on  a 
transparency  and  use  the  over- 
head projector  to  play  the  game 
a  few  times  with  the  whole  class 
before  children  begin  to  play  the 
game  on  the  computer.  The  game 
does  give  excellent  practice  in 
naming  points  on  a  grid.  It  is 
just  different  enough  from  tic  tac 
toe  to  be  interesting. 

Bumble  Dots  extends  the 
grid  to  ten-by-ten.  In  this  game, 
Bumble  helps  the  child  draw 
dot-to-dot  pictures.  A  dot  ap- 
pears on  the  grid,  and  the  child 
is  asked  to  name  it.  When  the 
first  dot  is  successfully  named,  a 
second  dot  appears,  and  when 
that  is  successfully  named,  a  line 
is  drawn  to  connect  the  dots. 
This  procedure  continues  until  a 
whole  picture  is  drawn. 

The  child  can  also  make  his 
own  picture  by  naming  coordi- 
nates for  Bumble  to  connect. 
Bumble  first  asks  the  child  how 
many  dots  will  be  in  his  picture. 
Since  this  is  difficult  for  a  child 
to  ascertain  in  advance,  it  would 
be  helpful  if  the  teacher  had  the 
children  first  draw  a  picture 
using  three  to  nine  dots  on  a 
piece  of  graph  paper,  and  then 
bring  that  picture  to  the  com- 
puter when  their  turn  comes. 
Children  would  then  be  all  set  to 
answer  Bumble's  question  about 
the  number  of  dots  needed  for 
the  picture.  The  Learning  Com- 
pany, in  developing  this  pro- 
gram, recognized  the  fact  that 
generations  of  children  have 
loved  dot-to-dot  pictures,  and 
that  a  natural  progression  of 
learning  can  take  place  by  tap- 
ping into  this  love. 

Bumble  Plot 

Bumble  Plot  extends  the  learning 
about  grids  to  include  negative 
numbers.  It  consists  of  five  pro- 
grams, again  carefully  sequenced 
to  take  the  child  comfortably 
through  the  steps  culminating 
with  naming  points  on  a  ten-by- 
ten  grid  where  negative  numbers 
are  used  and  the  0,0  point  is  in 

138    COMPUTEI    January.  We3 


the  middle.  The  sequence  starts 
with  Trap  and  Guess,  where  the 
child  tries  to  trap  Bumble's  secret 
number  on  a  minus  three  to  plus 
three  horizontal  or  vertical 
number  line.  Bumblcbug  has 
Bumble  hopping  around  on  a 
grid;  the  object  is  to  set  traps  for 
him  to  jump  into!  In  Hidden 
Treasure,  the  child  searches  for 
invisible  treasures  on  a  ten-by- 
ten  grid  with  negative  numbers. 
1  found  a  ship's  anchor,  a  dia- 
mond ring,  a  friendly  octopus, 
and  a  golden  crown!  Children 
would  enjoy  a  worksheet  where 
they  could  show  what  they 
found  and  where  they  found  it 
when  they  played  the  game. 
These  worksheets  could  be  dis- 
played on  the  bulletin  board 
above  the  computer. 

Bumble  Art  is  similar  to 
Bumble  Dots,  but  contains  nega- 
tive numbers  in  the  grid.  The 
most  action-packed  game  of  the 
series  is  Roadblock.  The  object 
of  this  game  is  to  build 
roadblocks  to  surround  the  bank 
robber  before  he  gets  away.  This, 
of  course,  all  takes  place  on  a 
minus-five  by  plus-five  grid, 
providing  wonderful  practice  in 
the  skills  that  have  been  de- 
veloped through  all  of  the  other 
games. 

All  three  of  the  packages 
reviewed  here  share  some  very 
positive  qualities.  They  all  con- 
tain excellent  graphics;  they  use 
sound  appropriately  to  enhance 
the  learning  or  entertainment 
value  of  the  program,  and  sound 
can  be  turned  off  if  it  provides  a 
distraction  in  the  classroom.  The 
programs  are  very  user  friendly, 
take  all  kinds  of  input  without 
bombing,  give  the  user  excellent 
prompts,  and  have  very  carefully 
formatted  screen  displays. 

Manuals  are  well  illustrated 
and  appealing.  Each  one  gives 
instructions  on  how  to  load  the 
diskette  and  a  little  information 
about  each  program.  It  would 
have  been  very  useful  to  have 
included  suggestions  for 
teachers  about  things  to  talk 
about  before  each  program,  and 


appropriate  worksheets  for 
follow-up  activities. 

The  company  will  send  you 
a  set  of  activity  cards  for  free 
when  you  send  back  the  owner 
registration  card.  This  card  also 
entitles  you  to  purchase  a  backup 
diskette  for  $12.  No  teacher 
should  ever  use  software  in  the 
classroom  without  having  a  back- 
up diskette. 

I  suspect  that  schools  that 
purchase  software  from  The 
Learning  Company  will  have  a 
new  little  character  joining 
Snoopy  and  The  Cat  In  The  Hat 
in  adorning  their  bulletin  boards. 
Bumble  has  great  personal  ap- 
peal and  represents  software 
that  is  both  educationally  sound 
and  fun  to  use. 

Juggles'  Rainbow  (S45) 

Bumble  Games  ($60) 

Bumble  Plot  ($60) 

The  Leinniii^  Co. 

4370  Alpine  Road 

Portola  Valley,  CA  94025  Q 

PROMQUEEN 

(VIC-20  Hardware) 

Har\'ey  B.  Herman,  Associate  Editor 

The  hardware  reviewed  here 
will  be  of  interest  to  a  select 
group  of  COMPUTE!  readers.  If 
you  own  a  VIC  and  have  the  need 
to  "bum  EPROMs,"  you  should 
consider  this  cartridge.  On  the 
other  hand,  if  you  are  completely 
befuddled  by  the  previous  sen- 
tence, go  to  the  next  article;  save 
$200. 

I  was  excited  when  I  received 
the  PROMQUEEN  for  review,  as 
it  was  just  what  I  needed.  Several 
pieces  of  computer-related  equip- 
ment which  I  use  daily  contain 
EPROMs  (Erasable  Programmable 
Read  Only  Memory  chips).  What 
would  1  do  if  one  failed  and  I  had 
no  way  to  replace  it?  The  PROM- 
QUEEN promised  to  solve  this 
potential  problem,  even  for  one 
like  myself,  who  had  never  pro- 
grammed an  EPROM  before. 

It  is  misleading  to  think  of 
the  PROMQUEEN  exclusively  as 


hardware.  What  is  visible,  of 
course,  is  a  cartridge  (hardware), 
which  plugs  into  the  memory 
expansion  port  of  the  VIC.  But  it 
also  comes  with  essentia!  software 
(actually  firmware  on  EPROM) 
without  which  the  hardware 
would  be  useless.  A  25-page  in- 
struction manual  is  included  as 
well. 

The  major  function  of  this 
product  is  to  allow  the  user  to 
conveniently  bum  EPROMs.  That 
is,  data  is  to  be  stored  into  an 
erased  EPROM  so  that  it  will  be 
there  the  next  day  even  after 
power  has  been  turned  off.  This 
data  can  be  copied  from  a  previ- 
ously programmed  EPROM  or 
typed  in  from  scratch  using  the 
monitor  program  provided. 

I  was  a  little  apprehensive  on 
my  maiden  EPROM  burning  ses- 
sion. First,  an  EPROM  had  to  be 
erased.  No  problem  here.  1  used  a 
shortwave  ultraviolet  mineral 
lamp  (2537  A  wavelength).  The 
shortest  erase  time  I  tried  was  40 
minutes.  If  you  don't  have  one  of 
these  lying  around,  there  are  sev- 
eral advertised  units  which  should 
be  satisfactory. 

Next,  I  attempted  a  copy  of 
the  EPROM  Hexkit  program 
which  comes  with  the  PROM- 
QUEEN.  The  instructions  were 
somewhat  confusing.  It  was  not 
immediately  clear  that  there  is 
both  RAM  and  ROM  memory  in 
the  package  and  that  you  have 
the  option  of  moving  these 
around  by  switches.  The  ROM 
memory  is  only  there  if  an 
EPROM  is  plugged  into  the  ex- 
ternal socket.  However,  I  was 
using  a  prehminary  manual.  The 
manufacturer  promises  that  an 
improved  manual  will  be  avail- 
able shortly. 

The  burning  of  an  EPROM  is 
actually  easy  once  you  know  what 
you  are  doing.  The  procedure  is: 

1.  Insert  the  Hexkit  EPROM  in 
the  zero  insertion  force  socket 
(ZIP). 

2.  Set  the  switches  correctly. 

3.  Transfer  the  program  to  the 
VIC  RAM  with  a  SYS  call. 


4.  Insert  the  EPROM  to  be 
copied. 

5.  Transfer  the  EPROM  data  to 
the  PROMQUEEN  RAM  using 
tlie  transfer  function  of  Hexkit. 

6.  Insert  the  erased  EPROM  (2716, 
2732  or  2732A  -  a  2532  will  not 
work). 

7.  Use  the  burn  function  of  Hexkit. 
The  software  first  checks  for  a 
properly  erased  EPROM  and  later 
verifies  the  burn.  After  several 
false  starts,  I  had  successfully 
burned  my  first  EPROM. 

I  have  not  described  all  of 
the  features  of  the  PROM- 
QUEEN. The  Hexkit  program 
has  many  other  features  in  addi- 
tion to  the  burn  function.  It  also 
uses  color  effectively:  red  screen 
when  burning,  for  example.  The 
hardware  has  lights  (LEDs) 
which  minimize  the  chance  of 
error.  It  can  also  be  used  to  emu- 
late a  ROM  when  working  with 
other  computers. 

As  with  most  equipment,  I 
can  cite  good  and  bad  features. 
The  cartridge  is  well-constructed 
and  easy  to  use  once  you  know 
how.  However,  the  version  I 
tested  included  confusing  direc- 
tions and  it  is  priced  at  more 
than  twice  what  a  similar  system 
for  the  PET  goes  for.  Neverthe- 
less, if  you  need  an  EPROM 
burner  and  already  own  a  VIC, 
this  could  be  the  best  way  to  get 
one. 

PROMQUEEN 
Gloucester  Computer  Bus  Co. 
6  Brooks  Road 
Gloucester,  MA  01930 
$199  ® 


To  receive 

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FREE  CATALOG 


DYNABYTE  SOFTWARE 

E     2  Chipley  Run     M 
West  Berlin,  N.J.  08091 


January,  1983    COMPUTO    139 


Preppie!  For  Atari 


Mike  Kinnamon,  Stillwater,  OK 


Look  out.  Star  Raidersl  Move 
1  over,  Pac-Mnn\  Preppie!  is 
here.  It  is  time  to  return  from  pa- 
trolling the  deep  fringes  of  space 
and  reduce  your  gluttonous  in- 
take of  caloric  maze  candies. 
Nov^r  you  can  work  off  those 
extra  pounds  and  breathe  clean 
fresh  air  right  here  on  Earth  at 
your  local  golf  course  retrieving 
golf  balls. 

Preppie!,  an  arcade  game  for 
one  or  two  players,  embodies  all 
the  arcade  game  characteristics 
that  take  a  player  beyond  mere 
enjoyment  to  truly  enthusiastic 
excitement.  The  author,  Russ 
Wetmore,  is  to  be  highly  com- 
mended for  the  thoroughness 
and  detail  of  his  programming 
efforts.  This  program  easily 
ranks  among  the  best  games  to 
appear  for  the  Atari  computer  to 
date. 

Superb  Graphics 

Preppie!  fully  exploits  the  Atari 
graphics  capabilities.  I  have  seen 
no  other  game  use  as  many  dif- 
ferent colors  as  this  one.  The 
detail  given  the  objects  is  superb. 
The  golf  carts  have  steering 
wheels  and  bumpers.  The  treads 
of  the  bulldozers  rotate.  The 
alligators  have  wrinkled  skin 
and  sharp,  white  teeth.  The  logs 
display  growth  rings  and  peeling 
bark.  The  frog  extends  his  limbs 
when  leaping.  Preppie's  knees 
flex  when  he  jumps.  He  even 
has  the  obligatory  knit  emblem 
on  his  shirt.  The  blades  of  the 
lawnmowers  rotate.  Even  the 
title  page  and  scoreboard  are 
unique.  Add  all  these  details 
together,  and  you  get  a  graphics 
display  that  commands  every- 
one's attention. 

As  if  graphics  weren't 
enough,  there  is  some  fine  music 
as  well.  As  your  Preppie  moves, 

140     COMPUIH     January.  1983 


a  bell  rings  to  indicate  passage 
from  one  line  to  the  next  and 
increases  in  your  score.  Should 
your  Preppie  be  mauled  by  a 
marauding  mower  or  poisoned 
by  the  infamous  frog,  a  short 
funeral  march  is  played.  Falling 
into  the  water  elicits  yet  another 
sound,  as  does  retrieving  or  re- 
turning a  golf  ball  from  the 
rough. 

Deadly  Water  Hazards 

Enough  aesthetics.  How  do  you 
play  Preppie!?  The  object  of  the 
game  is  to  maneuver  your  Prep- 
pie across  the  fairway  and  the 
treacherous  river  into  the  rough, 
retrieving  golf  balls  and  re- 
turning them  safely  to  the 
greens.  You  begin  play  by  select- 
ing one  or  two  players.  If  two 
are  playing,  you  have  the  option 
of  using  one  or  two  joysticks. 
Now  press  the  START  key  and 
begin  the  fun. 

You  start  with  three  Prep- 
pies. Your  journey  is  fraught 
with  many  dangers.  You  must 
negotiate  a  path  that  avoids  con- 
tact with  speeding  golf  carts, 
razor-sharp  lawnmowers,  killer 
bulldozers,  and  a  poisonous 
frog.  Then  you  must  ford  the 
river  using  moving  boats,  logs, 
and  alligators  as  stepping  stones. 
Should  you  survive  to  this  point, 
you  will  find  yourself  in  the 
rough,  where  most  of  the  golf 
balls  will  appear.  Pick  up  a  golf 
ball,  but  be  careful  you  don't  fall 
into  a  water  hole. 

Now  you  must  make  your 
way  back  to  the  green  via  the 
same  mobile  hazards  as  before. 
Upon  retrieving  all  the  golf  balls 
on  the  green,  you  will  be  ad- 
vanced to  the  next  higher  level 
and  will  increase  your  score  ac- 
cording to  the  amount  of  time 


increments  remaining  on  the 
timer  bar.  Should  the  timer  ex- 
pire before  you  complete  your 
mission,  you  lose  a  Preppie  and 
must  repeat  the  level  you  are  on. 

There  are  ten  levels  of  play 
in  Preppie!.  You  may  start  the 
game  at  level  one  or  choose  a 
higher  level  up  to  nine  by  pres- 
sing the  appropriate  number  on 
your  keyboard  before  hitting  the 
START  key.  Each  successively 
higher  level  increases  the  speed 
of  the  hazards-  At  certain  levels 
you  will  be  confronted  with  new 
hazards  or  an  increase  in  the 
number  of  golf  balls,  up  to  four. 
Level  ten  can  be  reached  only 
after  you  have  successfully  com- 
pleted level  nine.  An  extra  Prep- 
pie is  awarded  when  you  reach  a 
score  of  8000. 

Be  sure  to  take  the  time  to 
read  the  short  story  at  the  front 
of  the  instruction  book.  It  gives 
you  an  uproariously  entertaining 
and  irreverent  view  of  what  a 
Preppie  is. 

The  most  surprising  aspect 
of  Preppie!  is  that  Adventure 
International  is  the  marketer  of  ■ 
the  program.  Al,  famous  for  its 
excellent  text  and  graphics  ad- 
venture programs,  makes  its 
first  excursion  into  the  world  of 
arcade  gaming  with  Preppie!. 

The  disk  version  contains  a 
high-resolution  picture  not 
found  on  the  tape  version  at  the 
opening  of  the  game.  Disk  users 
are  offered  a  chance  to  purchase 
a  back-up  copy  for  $3.99. 

If  you  are  looking  for  a  game 
that  will  please  all  ages,  Preppie! 
is  it.  I  have  used  this  game  in  my 
school  classrooms  with  kids 
ranging  in  age  from  five  to  thir- 
teen, and  they  all  loved  to  play 
it.  It  has  replaced  Pac-Man  as 
their  favorite  game.  Get  Preppie!. 
It  will  entertain  the  kids  and 
impress  your  friends. 

Preppie! 

Adventure  International 

Box  3435 

Lon^ivood,  FL  32750 

ISKTape 

32K  Disk 

$29.95  © 


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DONT  ASK  SOFTWARE 

S.A.M.  (Software  Automatic  Mouih)  8KD  419^ 

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Zoric  I  or  II 32KD  27'= 

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File  Manager  +  40K0  69«5 

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HARDWARE 

System  Saver  699* 

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Microsoft  Ramcard  1499= 

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Isl  Drive  W/Controller 389** 

2nd  Drive  314'= 


ORDERING  INFORMATION: 

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ADD  S2.50  FOR  SOFTWARE  ORDERS. 

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PRICES  ON  AO  EXPIRE  JANUARY  31,  1983 


CALL  OR  WRITE  FOR  FREE  CATALOG,  PLEASE  SPECIFY  COMPUTER  TYPE. 


Player  ZX81 

A  Tune-Playing 


that  randomly  generates  and 
plays  127  pitches  and  rhythms, 
generates  another  set,  etc.  In 
short,  it's  guaranteed  to  drive 
you  and  your  neighbors  batty 


Dr^^rgiYI  FOfTh^  ^  '^'"'^  '^^  mindless  musical  auto 

Sinclair/Timex 


Arthur  B.  Hunkins,  School  of  Music, 
University  of  North  Cirolina, 
Greensboro 

PhufcrZXSl  is  a  IK  tune- 
playing  program  available 
in  versions  for  all  Sinclair/ 
Timexes  (including  4K  ROM). 
Although  each  cassette  is  specific 
to  a  single  version,  the  six  pages 
of  instructions  cover  them  all. 
For  anyone  interested  in  coding 
tunes  into  the  Sinclair  and  play- 
ing them  back  -  over  and  over 
again  if  you  wish  -  the  S6.95 
spent  on  this  program  is  a 
bargain. 

This  is  especially  true  con- 
sidering the  fact  that  you  also 
get  81  Space  Muse-AK,  a  program 


pilot. 

The  procedure  in  P!a\/er 
ZX81  is  to  code  a  duration 
number  (all  durations  are  rela- 
tive) and  pitch  value  (from  the 
handy  pitch  table)  for  each  note. 
You  can  have,  even  on  a  IK 
machine,  up  to  127  notes.  The 
limitations  are  these:  1)  The 
single  tone  color  available  is  a 
square  wave;  2)  Only  pitches 
from  the  B  above  middle  C  on 
up  are  available  (i.e.,  high 
pitches);  3)  You  can't  easily  do 
rests,  but  I'll  describe  a  fixfor 
this  presently. 

The  external  hardware  re- 
quired is  a  high-gain  amplifier/ 
speaker.  A  Radio  Shack  mini-  or 
telephone  amplifier/speaker  at 
$10-S12  will  do  the  job  nicely.  Or 
you  can  use  a  regular  hi-fi 
amplifier,  connecting  to  its 


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phono  input. 

Versatile  {Modifications 

Several  program  modifications 
lend  further  versatility. 

All  modifications  start  with 
two  steps:  1)  Omit  the  recom- 
mended protecting  of  high  mem- 
ory while  making  the  modifica- 
tion; and  2)  Immediately  after 
loading,  POKE  16544,28  and 
POKE  16600,28-  this  renders 
the  BASIC  code  accessible. 

One  thing  you  may  want  to 
do  is  to  relocate  the  note  table  - 
according  to  how  much  memory 
you  have  and  what  vou  may 
want  to  add  to  the  program. 
First,  POKE  16549  with  the  same 
value  you'll  POKE  into  16389, 
namely  the  page  number  for  the 
beginning  of  the  table.  The  low- 
est possible  number  is  67,  the 
top  page  of  IK.  Each  additional 
K  of  memory  is  four  pages;  for 
example,  the  top  page  of  a  2K 
Timex  is  71.  Whatever  starting 
page  you  choose,  change  the 
memory  location  in  statements 
105  and  120  to  256*page  number, 
and  to  this  value  +  1  in  line  117. 

If  you  want  a  single  play, 
instead  of  infinite  repeat,  delete 
statement  150.  Or  insert  a  PAUSE 
statement,  a  do-nothing  FOR/ 
NEXT  loop,  between  140  and  150 
in  order  to  space  the  repeats.  Or 
again,  use  a  statement  145  IF 
1KKEY$  =  "  "  THEN  GOTO  145, 
to  wait  until  you  press  a  key. 

If  you  have  more  than  IK 
memory,  you  may  wish  to  use  it 
to  code  longer  songs.  What  vou 
have  to  change  here  is  line  95. 
The  principle  is  this:  a  page  of 
memory  holds  127  notes;  two 
pages  hold  255.  Subtract  one 
from  these  riumbers,  and  multi- 
ply bv  two  to  get  the  loop  value 
to  plug  in  line  95.  Given  available 
memory,  there  is  no  limit  to  the 
number  of  notes  you  may  specify. 

1  mentioned  the  problem  of 
rests.  Here  we  have  to  modify 
the  machine  language  routine 
itself,  by  changing  statement  10 
(in  the  process  you  can  lop  off 
the  final  zero  in  the  statement,  if 
you  like).  Be  sure  to  follow  these 
instructions  prec/se/i/;  any  mis- 


takes  or  omissions  will  cause  a 
system  crash.  The  idea  is  to  re- 
serve the  frequency  value  of  255 
as  a  flag  for  the  rest  specified  as 
the  duration  value.  In  other 
words,  every  time  a  frequency  of 
255  is  specified,  you  get  a  rest 
instead. 

Bring  statement  10  down  to 
the  bottom  of  the  screen  for  edit- 
ing. Locate  the  <  =  character. 
Add  the  following  sequence  of 
three  characters  immediately 
before  <  = :  a  lower  left  quarter 
square  graphic,  a  C,  and  an  upper 
right  quarter  square  graphic. 
(Graphics  characters  are  shifted, 
and  must  be  preceded  and  fol- 
lowed by  pressing  the  graphics 
key.)  Then,  after  the  RETURN 
that  follows  <  =  ,  insert  a  left  half 
square  graphic.  In  addition, 
change  the  following  three  char- 
acters: LOAD  to  FOR,  DIM  to 
FAST,  and  the  last  PEEK  to  INT. 

INT  is  a  function,  and  is  pre- 
pared by  pressing  the  function 
key-  FOR  and  FAST  are 
keywords,  and  are  registered  by 
pressing  THEN,  the  keyword, 
and  finally  deleting  THEN.  Dou- 
ble check  the  code,  and  SAVE 
the  program  before  RUNning  it. 
If  all  is  well,  a  frequency  of  255 
should  now  produce  a  (clickless) 
rest! 

Finally,  I  recommend  sub- 
stituting the  following  list  of 
"Pitch  Nos."  for  those  given  by 
the  author.  Note  that  names  du- 
plicate Mr.  Maples',  but  add  two 
pitches  on  the  top  end:  250,  235, 
222,  210,  198,  186,  176,  166,  157, 
148,  139,  131,  124,  117,  110,  104,, 
98,  93  or  92,  87,  82,  77,  73,  69,  65, 
61  (B2),  and  58  (C3).  These  values 
have  been  checked  with  a  fre- 
quency counter. 

Player  ZXBl  is  a  most  useful 
program;  the  above  modifications 
can  make  it  even  more  so.  Any- 
one interested  in  a  "voice"  for 
the  Sinclair/Timex  will  find  this  a 
real  value. 

Player  ZX81 

Win.  Mnples 

688  Moore  St. 

Lakewood,  CO  80215 

$6.95  © 


PET/CBM  Standard  Terminal 
Communications  Paclcage 

Harvey  B.  Herman,  Associate  Editor 


"W 


hy  did  you  buy  a  per- 
sonal computer?"  I 
have  been  asked  this  question 
several  dozen  times.  COMPUTE! 
readers,  as  a  group,  should  be 
able  to  reply  with  a  dozen  an- 
swers. One  of  my  answers,  "I 
wanted  to  use  it  as  a  terminal  to 
communicate  with  other  com- 
puters," would  probably  be  a 
popular  response. 

How  so,  you  ask?  Well,  the 
basic  ingredients  of  a  terminal 
are  present  in  any  small  com- 
puter, e.g.,  a  keyboard  and  a 
display  screen.  Thus,  by  paying 
a  little  more  for  terminal  software 
and  hardware,  the  user  has  the 
best  of  both  worlds.  That  is,  the 
computer  can  be  used  stand- 
alone for  games  or  word  pro- 


cessing, but  also  for  accessing 
bulletin  boards  and  large  data 
bases  over  the  telephone  line. 

Where  does  one  find  a  good 
terminal  program?  There  are 
several  choices  for  PET/CBM 
computers,  ranging  from  gratis 
(only  a  copying  fee)  up  to  $300 
or  more.  However,  the  free  pro- 
gram, attractive  as  it  may  sound, 
does  require  construction  of 
hardware,  which  may  be  beyond 
many  people's  abilities. 

The  Standard  Terminal  Com- 
iiuinicatiojis  Package,  reviewed 
here,  is  priced  intermediately 
between  those  two  extremes.  It 
comes  with  all  necessary 
hardware  and  software,  ready  to 
run  on  any  Commodore  system 
(except  the  2001  PET  with  Origi- 


CBM/PET?  SEE  SKYLES  ...  CBM/PET? 


**Should  we  call  it  Command-0 
or  Command-O-Pro?" 

That's  a  problem  because  this  popular  ROM  is 
called  the  Command-O-Pro  in  Europe.  (Maybe 
Command-O  smacks  too  miuch  of  the  military.) 

But  whatever  you  call  it,  this  4K  byte  ROM  will  provide  your  CBM  BASIC  4.0  (4016, 
4032)  and  8032  computers  with  20  additional  commands  including  10  Toolkit  program 
editing  and  debugging  commands  and  10  additional  commands  (or  screening,  formatting 
and  disc  file  manipulating,  (And  otir  manual  writer  dug  up  39  additional  commands  in  the 
course  of  doing  a  78-page  manuaH) 

The  Command-0  extends  Commodore's  8032  advanced  screen  editing  features  to  the  uhi- 
mate.  You  can  now  SCROLL  up  and  down,  insert  or  delete  entire  lines,  delete  the  char- 
acters to  the  left  or  right  of  the  cursor,  select  TEXT  or  GRAPHICS  modes  or  ring  the 
8032  bell.  You  can  even  redefine  the  window  lo  adjust  it  by  size  and  position  on  your 
screen.  And  you  can  define  any  key  to  equal  a  sequence  of  up  to  90  key  strokes. 

The  Command-O  chip  resides  in  hexadecimal  address  S90(X),  the  rightmost  empty  socket 
in  4016  and  4032  or  the  rearmost  in  8032.  If  there  is  a  space  conflict,  we  do  have  Sockei- 
2-ME  available  at  a  very  special  price. 

Skyles  guaranlees  your  satisraetion:  if  you  are  not  absolutely  liappy  with  your  new 
Command-O,  return  it  to  us  within  ten  days  for  an  immediate,  full  reftind. 

Command-O  from  Skyles  Electric  Works S75.00 

Complete  with  Socket-2-Me 95.00 

Shipping  and  Handling (USA/Canada)  $2.50  (Europe/Asia)  $10.00 

California  residents  must  add  6%/6'A  %  sales  lax,  as  required. 

(^  j  Skyles  Electric  Works  Visa/Masiercard  orders:  call  tollfree  | 

]nr  231E  South  Whisman  Road  (800)    227-9998   (except   California). 

O  Mountain  View,  California  94041  California  orders:    please  call   (415)  I 

^A  (41S)  965-1735  %S-n3S. 


/lAiaO   "  S31A>IS  33S  6l3d/IAI80- "  co 


January.  1983     COMPUttl     143 


nal  ROMs).  The  hardware,  based 
on  a  6850  ACIA  chip,  plugs  easily 
into  an  empty  ROM  socket;  clip 
on  a  few  wires,  connect  your 
modem,  and  you're  ready  to  run 
the  terminal  software  supplied 
on  disk.  (Specify  what  computer 
and  disk  drive  in  your  initial 
order  to  receive  the  proper 
version.) 

The  initial  program  loaded 
is  written  in  BASIC,  and  is  used 
to  load,  partially  configure,  and 
run  the  machine  language  termi- 
nal program.  For  example,  you 
are  prompted  for  the  printer 
device  number  and  the  com- 
munication format  (device  four 
and  eight  bits-no  parity,  in  my 
case). 

Fifteen  Different  Options 

The  terminal  program  also  offers 
a  full  configuration  menu.  You 
can  specify  full-  or  half-duplex, 
set  a  timer,  toggle  a  printer  on  or 
off,  etc.  I  counted  15  options.  A 
status  line  at  the  top  of  the  screen 
informs  the  user  of  the  current 
state  of  the  program,  just  as  a 
much  higher-priced,  dedicated 
terminal  would. 

This  package  has  some  very 
attractive  features.  The  best  one 
is  the  ease  with  which  it  uploads 
and  downloads  BASIC  pro- 
grams. I  have  previously, pub- 
lished in  COMPUTE!  two  "how- 
to"  articles  on  this  subject.  This 
program  simplifies  that  process 
to  the  point  where  anyone,  even 
a  complete  novice,  can  do  it.  So 
much  for  my  arcane  knowledge! 

There  are  a  number  of  minor 
points  which  I  didn't  like: 

1.  Noend-uf-iine  bell. 

2.  No  option  for  line  feed  with 
an  ASCII  printer. 

3.  Does  not  always  tokenize  "IF" 
during  downloading. 

4.  The  manual  did  not  make  it 
clear  that  the  modem  must  be 
off  when  configuring. 

5.  The  delete  key  sends  a  back- 
space (change  S23DE  from  $08  to 
$7F,  if  desired). 

Let  there  be  no  mistake  - 


this  is  a  very  worthwhile  pack- 
age. It  is  reasonably  priced  and 
is  offered  by  a  very  reputable 
company  which  promises  up- 
dates and  program  maintenance. 
Do  not  underestimate  the  im- 
portance of  this  service,  particu- 
larly if  you  don't  have  the  time 
or  expertise  to  do  it  yourself.  My 
wife  and  I  have  been  using  STCP 
regularly  since  it  was  received 
for  review.  Unlike  most  people, 
we  have  a  choice  of  terminal 
software,  and  the  fact  that  we 
continue  using  this  program  is 
our  highest  recommendation. 
Standard  Terminal  Communications 

Package 
Eiiflciii  Hoiific  Soffwarc 
3239  Linda  Drive 
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lid     COMPVrer     Jonuarv,1983 


A  Financial  Wizard 
For  Atari 


Tiiiii  Halcomb,  Carrollton,  TX 


If  you  want  to  use  a  finance 
system,  but  don't  want  to 
spend  several  days  trying  to 
learn  how  to  use  one,  then  A 
Fiimiickil  Wizard  by  Computari  of 
Dallas,  Texas  may  be  just  what 
you  need. 

A  Financial  Wizard  is  an  au- 
toboot  program  that  requires  an 
Atari  400  or  800,  an  810  disk 
drive,  and  at  least  24K  of  mem- 
ory. A  printer  is  optional.  It 
works  with  the  Epson  with  Graf- 
trax,  NEC,  Prowriter  or  Cen- 
tronics 739. 

The  illustrated  manual  that 
comes  with  this  program  is  clear, 
direct,  and  very  thorough.  It 
won't  take  long  to  get  the  system 
set  up  and  working  for  you.  Pro- 
cedures appear  in  the  manual  in 
the  order  in  which  they  should 
be  followed,  so  you  can  just  learn 
as  you  go.  On  the  back  cover  of 
the  manual  you  will  find  a  (tear- 
out)  command  reference  card. 

To  prevent  costly  errors  that 
will  result  in  data  damage  and/or 
loss,  error  warnings  appear 
throughout  the  manual  and  on 
the  screen  during  program 
execution. 

It  appears  that  this  finance 
system  was  designed  to  achieve 
the  best  and  most  comfortable 
working  relationship  between 
the  user  and  the  program. 

The  Check  Entry  routine 
(item  #1,  main  menu)  is  the  most 
attractive  feature  of  this  finance 
system.  Data  prompts  are  very 
clear,  and  the  category  item 
names  are  displayed  at  all  times 
during  data  entry  for  your  con- 
venience. It  keeps  track  of  the 
number  of  the  last  check  entered 
and  displays  it  for  you.  The 
balance  of  your  checking  account 
is  kept  current  as  checks  are 
entered. 

Also,  if  you  make  a  mistake 
while  recording  your  checks, 
you  can  correct  it  immediately. 


You  are  given  the  ability  to  split 
one  check  into  more  than  one 
expense  category.  If  you  write  a 
check  at  your  bank  for  cash  and 
want  to  account  for  everything  it 
was  used  for,  then  you  will  be 
allowed  to  itemize  it  using  this 
feature;  and  you  will  want  to  use 
it  if  you  are  striving  for  accuracy 
in  your  accounting.  Scanning 
your  entries  is  made  possible  by 
pressing  START.  You  can  see 
records  very  quickly  this  way. 
The  correction  capability  is  of- 
fered during  scanning  also. 
Menu  item  #2  -  Budget 
Entry  allows  you  to  set  up  a  pro- 
jected budget  on  a  monthly  basis. 
The  category  names  provided  by 
the  program  are  generally  used 
by  almost  all  of  us.  However,  if 
Spot  is  sick  more  often  than  you 
are,  you  could  change  the  "Medi- 
cal" category  to  "Vet"  with  the 
category  change  routine  in  the 
Utilities  program. 

The  same  applies  to  all 
categories.  If  your  budgeted 
allowance  for  one  category  is  the 
same  for  more  than  one  month, 
you  can  replicate  a  budget  from 
one  month  to  the  next  by  enter- 
ing a  "/"  next  to  the  category 
letter.  An  entire  budget  plan  can 
also  be  replicated  when  you  start 
to  set  up  a  new  month  by  en- 
tering a  "C"  and  the  number  of 
the  month  you  want  to  copy 
from  in  the  salary  block. 

Superior  File  Searching 

The  file  search  capabilities  of 
this  program  are  superior.  You 
are  offered  seven  ways  to  look 
up  the  checks.  You  may  search 
by  Name  of  Payee,  Category 
Name,  Sub-Category  Name,  a 
range  of  Check  #'s,  a  range  of 
Months,  a  range  of  Days,  and  a 
range  of  Amounts. 

The  Tabulation  section  fig- 
ures what  percentage  of  your 
salary  is  spent  on  each  category. 


This  can  be  very  revealing.  The 
Bargraphs  clearly  display  what 
you  have  spent  with  respect  to 
your  planned  expenses.  A  thick 
colored  bar  represents  your  ex- 
penses and  a  thin  contrasting 
line  overlays  this  bar  to  show 
your  budgeted  amounts.  You 
have  a  choice  of  seeing  either 
one  month's  expenses  in  all 
categories  or  one  category  shown 
over  a  12-month  period. 

The  Checkbalancer  routine 
follows  the  standard  procedure 
shown  on  the  back  side  of  your 
bank  statement.  Marking  can- 
celled checks  has  been  made 
extremely  simple.  The  checks 
are  addressed  sequentially  and 
displayed  on  the  screen  for  you. 
To  mark  a  check  that  has  cleared 
your  bank,  you  type  an  asterisk 
next  to  it.  If  you  accidentally 
cancel  a  check  that  has  not 
cleared  the  bank,  you  can  reverse 
it  by  typing  an  "X". 

The  Checkwriter  routine 
will  print  your  checks  for  you, 
with  custom  checks  available 
through  Abacus  Software. 

The  Utilities  program,  item 
#8,  consists  of  seven  utilities 
that  you  will  need  to  maintain 
accurate  records.  With  this  pro- 
gram you  will  transfer  records  to 
a  permanent  storage  disk  at  the 
end  of  a  financial  period  and 
prepare  the  disk  for  the  new 
year. 

This  system  is  disk  inten- 
sive. All  data  is  saved  automati- 
cally and  immediately  following 
all  routines  that  either  enter  data 
or  modify  it. 

Overall,  this  is  an  excellent 
finance  system  -  entertaining, 
accurate,  and  fun  to  use. 

A  Financial  Wizard 
Available  From: 

0)i-Liiu'  Cotiipiitcr  Center 
10944A  N.  May  Avenue 
Oklahoma  Citif,  OK  73120 
(405)751 -270'l 
S59.95 

(An  earlier  version  of  A  Financial 
Wizard,  known  as  Personal  Finance 
for  the  Atari,  mny  be  upgraded  for 
$10.  Users  should  return  their  mas- 
ter disk  and  a  check  or  money  order 
to  On-Line  Computer  Center.)       © 

January.  1983     COMPUTE'     145 


Automate 
Your  Atari 

Joseph  J  Vv'robel,  Rochester,  NY 


The  Atari  Disk  Operating  System  (DOS)  supports 
the  use  of  a  file  named  AUTORUN.SYS  that  has  a 
very  special  characteristic.  At  system  start-up,  the 
DOS  loads  and  runs  this  file  automatically  if  it 
exists  on  the  mounted  diskette.  This  allows  you 
to  arrange  for  your  Atari  to  come  up  smart. 

The  Potential 

The  AUTORUN.SYS  file  could  contain  a  machine 
language  program  that  loads  and  runs.  It  could 
also  contain  just  a  short  program  to  do  some 
routine  operations  like  setting  the  screen  margins 
or  color  before  passing  control  to  BASIC.  How- 
ever, the  major  use  I've  seen  for  AUTORUN.  SYS 
is  to  direct  the  system  to  load  and  run  a  BASIC 
program.  Not  only  does  this  type  of  operation 
save  you  some  time  and  effort,  but  it  also  allows 
an  unskilled  operator,  like  a  student,  to  turn  on 
the  machine  and  interact  with  an  application  pro- 
gram without  getting  into  the  details  of  the  LOAD 
or  RUN  instructions. 

The  Problem 

So  far,  so  good.  Why  doesn't  everyone  use  the 
AUTORUN.SYS  file?  Apparently  the  major  obsta^ 
cle  to  its  more  widespread  use  is  the  fact  that  it  is 
a  machine  language  routine.  Thus,  it  requires 
knowledge  of  6502  machine  language  and,  for 
complex  operations,  some  knowledge  of  the  in- 
tricacies of  the  Atari  Operating  System  to  create  a 
functional  AUTORUN.SYS  file.  Unless  someone 
were  to  come  up  with  a  program  to  do  it  for  you. 
Automate  {Program  1)  is  just  such  a  program. 
If  you  key  in  this  program  correctly  and  run  it. 
Automate  will  help  vou  create  your  own  personal 
AUTORUN.SYS  file,  and  it  won't  hurt  a  bit.  The 
program  starts  by  asking  you  to  input  the  series 
of  commands  you  wish  to  be  executed  at  start-up. 
You  enter  the  commands  exactly  as  you  would  if 
the  machine  came  up  in  its  normal  ready  state. 
The  only  limit  on  the  number  of  commands  is 
that  the  total  number  of  characters  entered  may 
not  exceed  196  (including  the  Atari  end-of-line 
character  added  each  time  you  hit  RETURN).  The 
program  keeps  track  of  the  number  of  characters 
entered  and  will  prevent  you  from  exceeding  this 
limit.  After  you've  entered  the  final  command  in 
the  sequence,  the  program  will  create  an  AUTO- 
RUN.SYS file  on  the  mounted  diskette.  Note  that 
any  previous  AUTORUN.SYS  file  will  be  over- 


written by  this  operation. 

The  next  time  you  boot  up  from  the  diskette 
bearing  the  AUTORUN.SYS  file,  the  AUTO- 
RUN.SYS program  will  be  run.  This  will  cause 
the  commands  you  entered  to  be  executed  in  the 
order  they  were  entered  (although  they  will  not 
be  displayed),  then  control  will  be  returned  to  the 
system.  The  commands,  of  course,  must  be  com- 
patible with  the  cartridge  in  use  (BASIC,  Assem- 
bler Editor,  etc.)  or  an  error  will  result.  If  at  any 
time  you  wish  to  boot  up  from  a  diskette  and  cir- 
cumvent the  AUTORUN.SYS  file,  just  hold  the 
OPTION  kev  down  until  system  initialization  is 
complete.  The  AUTORUN.SYS  file  created  by 
Automate  checks  that  key  and,  if  it  finds  it  de- 
pressed, the  command  list  will  not  be  executed. 

A  BASIC  Example 

To  demonstrate  the  use  of  the  program,  a  single 
command  BASIC  example  will  be  presented.  Let 
us  suppose  there  exists  a  BASIC  program  entitled 
BEGIN  which  you  would  like  to  run  automatically 
at  start  up.  Using  AUTOMATE,  you  enter  (as 
Command  #)  the  statement: 

GR.O:?"Autoboot  in  progress. ":RUN"D:BEGIN" 
then  press  RETURN.  Assuming  you  entered  the 
command  correctly,  you  respond  to  the  question: 

Is  that  correct  (Y/N»? 

by  pressing  Y.  When  the  program  asks  if  there 
are: 

More  commands  (Y/N)? 
respond  by  pressing  N.  The  program  then  creates 
the  AUTORUN.SYS  file  and  displays  READY 
when  it's  done.  If  you  now  turn  off  your  computer 
and  switch  it  on  again,  you  will  find  that  it  "comes 
up"  running  program  BEGIN.  How  simple  can 
you  get? 

Description  Of  Operation 

This  section  is  for  those  who  are  not  satisfied  with 
just  running  the  program,  but  are  also  interested 
in  knowing  how  it  works.  Let's  first  take  another 
look  at  Program  1.  Automate  consists  of  three 
major  sections.  The  first  section  (lines  50  through 
130)  are  for  documentation  and  initialization.  The 
program  employs  two  key  numeric  variables:  I, 
which  counts  the  number  of  commands  entered, 
and  L,  which  counts  the  total  number  of  characters 
in  the  command  list.  The  second  program  section 
(lines  140  through  350)  INPUTs  the  commands 
one  at  a  time.  As  each  command  is  entered,  the 
program  allows  for  error  correction,  checks  com- 
mand list  size,  packs  the  command  into  B$  and 
tacks  on  an  Atari  end-of-line  (EOL)  character, 
namely  CHR$(155).  The  third  section  of  the  pro- 
gram (lines  360  through  600)  actually  creates  the 
AUTORUN.SYS  file. 

Before  this  third  section  is  discussed,  I  direct 
your  attention  to  Program  2.  This  is  the  assembly 


146    COMPVni    Jonuarv.lMS 


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MUSIC  LESSONS  has  everything  you  need  to  know  to  cre- 
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tion complete  with  program  listings.  32K 
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A  powerful  financial  database  manage- 
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stored   on  sep- 
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THe  ULTIMATE  Player/Missile  Editsr 

P/M  800  gives  you  complete 
control  of  all  graphic  functions 
5  players,  colors,  missiles,  reso- 
lution, priority  settings,  etc.  You  cre^ 
ate  and  save  players  and  missiles  as  string: 
that  can  be  incorporated  into  your  own  bas 
assembler  programs  allowing  smooth 
arcade  type  action.  Complete  with  a 
users  tutorial  that  takes  you  step  by  '-J  -■ 
step,  exploring  the  fantastic  graphicj 
capabilities  of  the  ATARI  400/800  — 
computer.  32K  Disk.  $39.95 


?  1981.  1983  SWIFTY  SOFTWARE.  INC. 


SPACE  SHUTTLE  by  Paul  Kindl 

Join  the  crew  of  the  Space  Shuttleas 
they  prepare  to  take  the  next  step  into 
the  world  of  space  travel.  Take  control  of 
the  world's  first  reuseable  spaceship,  the 
Space  Shuttle,  and  in  an  accurate  full  graphic 
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scrolling  runway  visible  through  the 
cockpit  windscreen.   You 
assume  command  through- 
out all  phases  of  the  mission 
aided   by  complete   instru- 
mentation. 32K  Diskette, 
$29.95 


HAUNTED  HILL  by  George  Richardson 

Fight  bats  and  ghosts  in  the  dark 

of  the  cemetery.  This  exciting,  all 

machine  language  game  has 

arcade  quality  graphics  and 

'/  '       speed.  Requires  Joystick. 

$24. 95  1 6 K  Cassette/$29. 95  1 BK  Disk . 


OATALINK  by  Tony  Dobre 

Top  rated  by  national  magazine  reviews,  pur- 
chased by  NASA,  this  ultra-sophisticated 
menu-driven  multioption  smart  terminal 
communications  package  supports  upload- 
ing/downloading in  full-dupllex  or  simplex  modes. 
Compatible  with  all  the  commercial  services  and 
bulletin  boards  such  as  the  Source  and  Compu- 
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GOLF 
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By  Schwab  from  On^Line 

Play  an  exciting  game  of  golf  ivHhoul  getting  up  at 
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16K  Tape,  $24.95 


LEGIONNAIRE 

By  Ctirls  Crawford  from  Avalon  Hill 

The  HEWEST  from  Chrts  Crawford,  famous 
author  of  EASTEflN  FRONT,  Winner  of  ttie 
Best  Computer  Qame  ol  19811 

One  of  (he  most  realistic  war  games  ever  created  for 
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with  hi  res  graphics  and  realistic  sound  effects. 
leK  Tape,  $34.95  32K  Disk,  $39.95 


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PROTECTOR 

By  Milie  Potter  from  Synapse  . _ 

You  must  transport  all  your  people  from  the  city 
under  attack  by  Fraxullan  Sllmehordes.  You  must 
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/lurry,  before  the  volcano  erupts  1 1 

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ANDROMEDA 
CONQUEST 

From  Avalon  Kill 

Exciting  strategy  simulation  in  wliich  1-4  players 
compete  to  form  and  protect  ttieir  gaiaclic  empires. 
Each  player  starts  with  10  resource  points,  accumu- 
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32K  Ta  pe,  $1 7.95  40  K  Disk,  $22.95 


GFS  SORCERESS 

From  Avalon  Hill 

It's  2582,  and  you're  Joe  Justin  on  the  Galactic  Fed- 
eration Starship  SORCERESS.  Can  you  clear  your- 
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will  be  played  by  the  lovely  Selena  Sakarov? 

40K  Tape,  $29.95  40K  Disk,  $34.95 


STARCROSS 


From  infoeom 

Tell  your  ship's  computer  your  course  coordinates, 
and  strap  In  for  your  exciting  adventure  Into  space 
In  search  of  the  legendary  black  holes.  Board  the 
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ringed  corridors.  Encounter  alien  beings  like  the 
large  spider  who  bubbles  with  conversation,  and 
enjoys  gadgets.  Some,  however,  are  not  so  friendly! 

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SURVIVAL 
OF  THE 
FITTEST 


From  IDS! 

Fascinating  program  based  on  the  game  of  "Life."  II 
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start  with  99  seed  cells  which  they  try  to  "plant"  in 
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grow  or  shrink  according  to  the  rules.  Vivid  color 
and  sound  effects.  2  joysticks  required. 

ROM  Cartridge  (16K),J83e:9S  SaV8  15* 
Now  Thru  Jan.  31  You  Pay  Only  $33.96 


vc 


From  Avalon  Hill 
Can  you  change  history?  You  command  the  South 
Vietnam  army;  the  pompulsr  controls  the  Viet  Cong 
(VC)  and  North  Viotnamase  Army.  Can  you  win  the 
hearts  and  minds  ol  the  people,  and  destroy  the  VC 
units  In  your  province?  Challenging  operational 
level  combat  game  with  hi  res  graphics. 

40  K  Disk,  $24.95 


THE  INSTITUTE 


By  Jyym  Pearson  from  Med  Systems  •  • 
f7«  games  in  one!  You  tjegin  in  an  instrlution,  and 
must  successfully  negotiate  not  just  the  institute 
itself,  but  four  other  dream  adventures  as  wall.  Ob- 
jects in  each  dream  help  solve  problems  in  the  next. 
Concentrate,  or  you  may  nsiw  escape  the  nightmare 
of  the  Institute! 

16K  Tape,  $19.95 
32K  Disk,  $22.95 


TAX  DODGE 


By  Freeman  &  Westfall  from  Island  Graphics 
The  "truly  taxing"  maze  game:  negotiate  the  maze, 
collsct  your  money,  survive  Inflation,  and  avoid 
Ihiose  trying  to  tax  you.  Each  round  represents  a 
year  in  the  life  of  the  taxpayer— you  must  keep  more 
money  each  round  to  go  Into  the  next  one. 
32K  Disk,  $39.95 


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YOUR 
ATARI 
COMPUTER 


By  PoolB,  McNiff  &  Cool<  Irom  Osborne/McGraw-Hi 
Comprehensive,  all-in-one  guide  lor  Atari  400^800 
computers  that  is  tielplul  to  the  tjeginning  and  ad- 
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software. 

Sof tcover,  $1 6.95 

COMPUTEI'S 
SECOND  BOOK 
OF  ATARI 

From  Compute!  Books 
An  all  naw  collection  of  n*v*r-lMlor«  publislied 
articles  on  tlie  Atari  for  beginner  to  advanced  users. 
Topics  include;  Utilities,  Programming,  Graptiics, 
Applications  and  Beyond  BASIC. 

Spiral-bound,  S12.95 

GAMES  & 
RECREATIONS 

From  Reslon 

Ttiis  new  tiook  is  packed  with  games  and  ideas  on 

ttow  to  create  your  own.  You'll  discover  the  special 

Atari  capabilities  of  the  keyboard,  graphics,  sound 

and  color.  The  book  provides  an  entertaining  way  to 

learn  more  about  general  programming,  too, 

Part  I:  Learning  Ttirougti  Games,  Part  II:  Games  for 

the  Atari,   Part   111:  The  Atari   Special.   Plus  seven 

appendices- 

Softcover,  $14.95         Hardcover,  $19.95 

MASTER  MEMORY  MAP 

From  Santa  Cruz  Software 

If  you  are  serious  about  programming  the  Atari,  this 
booklet  could  t>ecome  one  of  your  most  important 
tools.  A  higtily  detailed  map  of  the  Atari's  memory,  it 
details  thousands  of  locations  and  routines.  Using 
this  booklet  makes  easier  the  use  of  display  list, 
player/missile,  and  interrupt  graphics.  The  ■'Miscel- 
laneous Notes"  section  contains  a  wealth  of  knowl- 
edge picked  up  by  Santa  Cruz  in  their  explorations  of 
the  Atari.  Also  included  are  notes  on  the  new  GTIA 
graphics  chip. 

Softcover,  $6,95 

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6502 

ASSEMBLY 
LANGUAGE 
SUBROUTINES 

By  Leventhal  and  Saville  from  Ostwrne/McGraw-Hil 
II  you're  interested  in  using  assembly  language 
quickly,  this  book  is  ideal-  It  describes  general  6502 
programming  methods,  provides  code  (or  more  than 
40  subroutines  to  help  you  improve  your  program- 
ming skills,  debug  or  revise  an  existing  program,  add 
mstructions  and  addressing  modes. 

Soflcover,  $15.95 


ATARI 
SOUND 
AND 
GRAPHICS 

By  Moore.  Lower  and  Aibrecht  liom  John  Wiley 
This  self-paced,  self-teaching  guide  will  have  you 
seeing  and  hearing  things  on  your  Atari  in  no  time- 
even  11  you're  a  complete  beginner.  You'll  learn  to 
compose  and  play  melodies,  draw  cartoons,  create 
sound  effects  and  games.  Each  section  teaches 
something  new  m  BASIC,  the  most  commonly  used 
computer  language, 

Soltcover,  $9.95 


PICTURE  THIS! 

An  Introduction  to 
Computer  Graptiics 
for  Kids  of  All  Ages 

By  David  D,  Thornburg  Irom  Addison-Wesley 
This  book  promises  to  tiecome  the  "modern  replace- 
ment for  coloring  books  and  crayons".  It's  a  learn-by- 
doing  manual  that  uses  PILOT,  a  simpler  language 
Shan  BASIC,  and  Turtle  Geometry  to  leach  kids  to 
create  pictures  in  full  color  from  simple  lines  to  com- 
ptex  angles  and  curves.  Recommended  for  use  in 
con|unction  v«lth  PILOT  Cartridge,  

Spiral-bound,  $14.95  '*>«'  ^mi 

AsscnibliT 


riHyf/^',ir\. 


ATARI 
ASSEMBLER 

By  Don  A  Kuri  Inman  from  Reston 
Wliile  the  Atari  Assembler  Cartridge  comes  W'th  an 
operating  manual,  it  assumes  that  you  already  know 
assembly  language.  If  you're  new  to  the  Atari  or  its 
6502  processor,  this  tMXJk  is  a  must.  The  Inmans 
guide  you  through  the  rudiments  of  this  fascinating 
type  of  programming  in  clear,  easy  steps.  Includes 
full  listing  and  description  of  6502  mnemonics  and 
addressing  modes.  Recommended  tor  use  in  con- 
junction with  Assembler  Cartridge. 

Softcover,  $12.95 


INSIDE 
ATARI  DOS 

By  Bill  Wilkinson  from  Compute 
Tha  comprehensive  manual  on  the  disk  File  Manager 
System  (FMS),  commonly  knovan  as  Atari  DOS  2,0S. 
Contains  the  only  complete  and  official  listing  lor 
the  system,  plus  a  full  description  ol:  the  external 
view,  charts  &  tables,  various  interfaces  and  func- 
tions of  individual  subroutines. 

Spiral-bound,  $19.95 


DERE 
ATARI 

From  APX 

Translated  front  Latin,  (he  title  of  tttis  book  is  "All 
About  Atari"  and  It  means  what  it  says!  Used  in 
combination  with  Atari's  Technical  Reference 
Manual,  advanced  programmers  will  be  able  to  learn 
to  exploit  the  many  hardware  and  operating  system 
features  that  make  the  Atari  400/800  so  tremendous- 
ly versatile.  Includes  a  useful  discussion  of  the  new 
GTIA  chip.  Once  you  know  Atari  BASIC  and 
assembler,  this  book  is  a  must. 

Loose  leaf 

(binder  not  supplied), 

$19.95 


COMPUTERS 
FOR  KIDS 


Atari  Edition  By  Sally  Larsen  from  Creative 
The  BASIC  programming  manual  written  for  kids, 
from  flowcharts  to  color  graphics,  including  tie 
sure-to-please  program,  "Scare  Mom  with  an  Ele- 
phant" Detailed  instructions  and  sketches  plus 
glossary  of  statements  and  commands.  With  lesson 
plans  and  tips  for  parents  and  teachers. 

Softcover,  $4.95 


STIMULATING 
SIMULATIONS, 

Atari  Version, 
2nd  Edition 

By  C.W.  Engel  from  Hayden 
A  handbooi^  ol  12  simutation  games  including  Art 
Auction.  Slarship  Alpha.  Monster  Chase  and  Devil's 
Dungeon  — each  complete  with  listing,  sample  run, 
instructions  and  program  documentation,  including 
flowchart  and  ideas  for  variations, 
Softcover,  $5.95 


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listingfor  thecoreof  the  AUTORUN.SYSpro-  120  ?    "£4    sPACES>a    set    ai    commandB   th 

gram.  What  this  machine  language  program  does  ^*    Pinr" 

in  a  nutshell,  is  to  temporarily  take  over  the  task       JJo  i  =  I+?   sPACESJ^peci  f  y .  ■■ 

of  supplying  screen  editor  data  by  substituting  a       iso  ?    =?    -piease   ^nter    command    «":i;" 

new  device  handler  table  and  "get  character" 

routinefor  the  default  ones  provided  by  the  ^^'^  "^    :  input    i»i;a« 

operating  system.  At  system  start-up  while  the  '^"^  ^a*  =  pok?' 7II,  o  "     "^^""""^    «";i;"  =  " 

AUTORUN.SYS  program  is  active,  it  intercepts         180  ?    :?    "is    that    correct    (Y/n)?    ■■ ;  =  s 

all  the  keyboard  entry  requests  and  feeds  out,  ^^   *t2,X:?    :r*=chr*()(> 

onecharacterata  time,  the  commands  which  vou     ^''^  ^^   R«  =  "Y"    or   R*="y"    then   220 

have  entered.  When  it  has  sent  out  the  last  char-       21'S  gotq*T7S"    ""^   "*""""    "'"^''    '^^ 

acter  of  the  last  command  in  the  list,  it  re-installs       220  x=l  +  len  (  a*) +  1 -max 

the  default  screen  editor  handler  table,  and  the  2-*'^*  ^^    x<  =  o   then    260 

system  takes  over  from  there.  -^^^  "^     :?     "Command     #";I;"     is     ";X;"     cha 

Returning  to  the  section  of  the  BASIC  pro-  250  ?*" too 'Tong,  ■■:  1  =  1 -1  =  goto   270 

gram  which  creates  the  AUTORUN.SYS  file,  you      260  b«  (L+i )  =a*:  l=len  (b*)  :  b«  (l  +  i  )  =chr* 

<  155)  ;L  =  L+1 

270  ?  I  "^     "Current  command  list:" 

2SO  POKE  76ib,l:';>  :?  Bt:PDKE  766,0 

i  Bt 


will  find  that  it  consists  primarily  of  three  loops. 

Loop  one  {lines  490  through  510)  PUTs  the  core 

program  and  its  associated  six  byte  header  into         290    iF't>=MAX-i    then''?' "Command' 1' 

the  file  as  READ  from  the  DATA  statements  in  15    fuii.":?    igotd    370 

lines  430  through  480.  ^^'^    "^     "Command     list     can     hold     ";MAX-L- 


Note  that  in  line  500  of  Automate,  two  num- 


( Y/N) ?  " ; : GET 


340  IF  R*="N"  or  R*=:"n"  THEN  360 
350  GOTO  3O0 


1 ; "  more 

U        1      J  r     .1     1     ,      .   ,  ■^^'^  ■^  "  character  (s)  .  " 

bers  are  changed  from  the  values  shownin  the  320  ?    :?    -More   commands 
DATA  statements  before  putting  them  into  the                     »2 ,  x  :  r*=chr*  <  x ) 

AUTORUN.SYS  file.  The  first  is  a  bvte  in  the  3??  H   ^*=':.r    ??    R*  =  "y"    then    14o 

AUTORUN.SYS  file  header  which  gives  the  end  ^_^  „^ _^. 

of  the  program  when  loaded  in  memory.  This  is  360  ?"chr*0  25)  ; 

the  sum  of  the  core  program  length  and  the  ^^<^'  "^    "Mount    diskette   which    is    to   bea 

number  of  bytes  in  the  command  list.  Automate  ,„„  ^"  „    ^^      ^,.-r^r-.... 

also  alters  the  value  of  the  immediate  argument  370  7    -      p^ess    RETURNy^-HcET   i5!x:cL 

of  the  CPY  mstruction  in  Iine370  of  Program  2.  dse    #1:  close    #2 

ThisbvteissetequaMo  the  total  number  of  char-  ^'^"-'  "^   CHRt<i25>;:?    "Writing    autorun.s 

actersWludingEOL's)inthecom^^^  ,,„  oPEN^iT;  ;,  0, -d.- autorun.  svs" 

Loop  two  (lines  5o0  through  550)  PUTs  m  the  com-  420  rem   put   out    the   header   and   the    co 

mand  list  which  resides  in  BS.  Finally,  loop  three  RE   machine    language    program 

(lines  580  through  590)  adds  a  twelve  byte  post-  ''^^"'  ^^^^a   255,255,0,6,59,6 

script  to  the  file  which  provides  the  system  with  '*'*"  s?IJi  ^33;  3  ' ' ''"^' "* '  ' '^^ ''^""  '  ""  '''*''  ' 

the  initialization  and  run  locations  for  the  450  data    1X9]  6,  141 ,  34,  3,  96,  251 .  243,  51 

routine.  ,246,33,6 

The  BASIC  program  here  provides  an  easy  ""^^  ^^"^^    i63,  246,  51 ,  246,  60,  246,  76,  228 

way  to  create  a  useful  AUTORUN.SYS  file.  There  ,,0  data' 2;  1  ?2:  33,  6,  1  92,  o,  208,  10,  169, 

are  dozens  of  ways  this  file  can  be  used.  It  doesn't  0,141.33 

necessarily  have  to  be  a  serious  application.  For  ^^^^  data    3,  i69,  22b,  i4i ,  34,  3,  1  as.  59,  6, 

example,  it's  sort  of  fun  just  to  start  up  mv  ^  '^'"'  ■  ^  ^'^^ 

,.           ,.    .         ^      .^          J               t     •.      J-    1        "1.  4'?C'  FOR     1  =  1     TO     66:  READ     X 

machine,  listen  to  it  go  through  its  disk  machma-  ^qo  if    1=5   or    i=48    then    x  =  Xi^L 

tions,  then  see  it  automatically  display  the  per-  510  put   »i,x:next    i 

sonalized  greeting;  S20 

READY  WHEN  YOU  ARE,  J.W.!  ^  "ascTe*!?.  i" )  ) 


REM  ADD  THE  COMMAND  LIST 


Program  1. 


50  1=0: L=0:MAX=196 

60  DIM  A* (MAX) , B« (MAX) , R* < 1 ) 

70  OPEN  #1 , 4, 0, "E: " : OPEN  #2,4,0. "K;" 

80  ?  "This  program  helps  you  to  creat 

e  " 
90  ?  "  a  personalized  AUTORUN.SYS  -f  i  1 


550  PUT  #1 , X : NEXT  I 

560  REM  APPEND  INITIALIZE  AND  RUN  VEC 

TORS 
570  DATA  226,2,227.2.0,6,224.2,225,2, 

17,6 
530  FDR  1=1  TO  12:READ  X 
590  PUT  tt 1 , X : NEXT  I 
600  CLOSE  #1:7  CHR* ( 1 25 > ; : END 


100  7  "    which,   foJlDwing  the  disi;  bo 

□  t"  DO  IF 

llO  7  "{3  SPACES JprocBss ,  automatical   0320 

ly  issues"  E400 

150    COMPini!    January,  1<3B3 


Program  2. 


0  100 

CONSOL  = 

too  IF 

0  1  1  0 

DEVTAB  = 

*0320 

0120 

OLDDHT  = 

«E400 

LEARN  TO  TYPE 

ORGET 
BLOWN  TO  BITS 


MasteiTVpe' 
a  blast. 


and  Atari™  make  typing 


Now  anyone  can  learn  to  type  and  have  hours  of  fun 
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instructional  prosram  available.  You  either  learn  to  type 
or  the  aliens  ZAP  your  spaceship  into  oblivion.  The  results? 
Highly  motivated  and  enjoyable  learning. 

Masteiiype  earns  a  ten-gun  salute. 

MasterType  is  fast  becoming  the  best  selling  educa- 
tional software  product  designed  for  use  with  the  Atari  800 
home  computer. 

It's  no  wonder,  when  you  consider  what  InfoWorld 
magazine  had  to  say: 

"MasterType  is  an  excellent  instructional  typing  game.  We 
had  fun  reviewing  it,  and  we  highly  recommend  it  to 
those  who  want  to  learn  typing  in  an  unconventional  but 
motivating  way." 


InfoWorld  also  went  on  to  rate  MasterType  as"excellent" 
in  all  four  of  its  categories. 

Masteiiype  teaches  your  fingers  to  fly. 

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But  you  can  change  all  that  with  MasterType.  In  just  a  few 
easy  lessons  your  fingers  will  be  doing  things  you  thought 
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i9Mn.n9Softwa« 


© 


"aiSl  527-5280 


0130  ; 
OOOO  0140  »=     «0600 

0600  ADIFDO  OlSO  INIT     LDfl   CDNSOL 
; Load  the  console  switch 
regi  ster 
0603  2904     016O  AND    #*04 

; and  check  for  the  OPTION 
key . 
0A05  FOOA     0170  BED   RUN 

;  I -f  it's  pressed,  branch 
to  the  RTS. 
0607  A912     Olao  LDA   «NEWDHT& 

*OOFF     sOtherwise,   install  the  v 
ector 
0609  8D2103  0190  STA   DEVTAB+1 

;to  the  new  device  handle 
r  table 
060C  A90fc     0200  LDA   #NEWDHT/ 

256       ;in  the  appropriate  place 
in  the 
060E  8D2203  0210  STA   DEVTAB+2 

;dBvice  table  and 

0611  60       0220  RUN      RTS 

; return . 
0230  ; 

0612  FBF3     0240  NEWDHT  .WORD  *F3FB 

;This  is  the  replacement 
0614  33F6     0250  .WORD  *F633 

iscreen  editor  handler 
0616  2106    0260  .WORD  GET-1 

;vector  table.   All  the 
0618  A3F6     0270  .WORD  tFAAS 

;vector5  have  their  defau 
It 
061A  33F6 

061C  3CF6 


02B0  -WORD  «F633 

;value5  except  -for  the 

0290  . WORD  «F63C 

;GET  routine,  which 


061E  4C       0300  .BYTE  »4C 

^points  to  the  replacement 

061F  E4F3     0310  .WORD  *F3E4 

jroutine  below. 
0320  ; 

0621  00       O330  COUNTR  .BYTE  0 

;character  counter 
O340  ; 

0622  EE2106  0350  GET      INC   COUNTR 

s Increment  the  character 
0625  AC2106  0360  LDY   COUNTR 

;countBr,    Compare  it  with 
0628  COOO     0370  CPY   #ENDLST- 

BEGLST   ;the  command  list  length. 
062A  DOOA     O380  BNE   CONT 

; if     not  equal ,  branch  to  C 
ONT. 
062C  A90O     0390  LDA   #OLDDHT& 

*OOFF    ;Otherwise,  reinstate  the 
062E  8D2103  0400  STA   DEVTAB+1 

;default  screen  editor  han 
d  1  er 
0631  A9E4    0410  LDA   #OLDDHT/ 

256       ;table  vector  at  the  prop 
er 
0633  8D2203  0420  STA   DEVTAB+2 

;5pot  in  the  device  table. 
0636  B93B06  0430  CONT     LDA   BEGLST-1 
»Y        jFetch  the  next  character 
0639  AOOl     0440  LDY   #1 

;-from    the  command  list  and 
063B  60       0450  RTS 

; return . 
0460  ; 
0470  BEGLST 

0480  jThe  command  list  go 
es  here . 
063C  0490  ENDLST  .END  Q 


r 


~\ 


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All  About  Commodore's 
WAIT  Instruction 


Louis  F,  Sander,  Pittsburgh 


WAIT  is  one  of  Commodore  BASIC'S  most  mysterious 
instructions  -  seldom  seen  in  programs,  rarely  men- 
tioned in  magazines,  and  nearly  impossible  to  under- 
stand in  77mnuals.  But  it's  available  for  VIC-20,  PET/ 
CBM,  and  64  users.  To  find  out  how  helpful  it  can  be 
for  all  kinds  of  applications  (program  debugging,  single- 
stepping,  even  a  superior  form  of  the  connnon  pause 
GET  K$:  IF  K$  =  "  "  THEN),  read  on. 


WAIT  allows  a  BASIC  program  to  communicate 
with  hardware  and  with  certain  software  external 
to  itself.  It  causes  PET  to  suspend  all  apparent 
activity  on  receipt  of  a  signal  from  the  keyboard, 
an  external  device,  or  the  computer's  internal 
timers.  PET's  normal  activity  resumes  when  the 
signal  is  removed.  Thus,  WAIT  provides  a  simple 
means  of  pausing  until  a  key  is  pressed,  an  interval 
ends,  or  contacts  open  or  close.  We'll  soon  get  to 
some  useful  examples. 

When  executed,  WAIT  examines  a  selected 
memory  location  and  halts  the  program  if  the 
location  contains  a  specified  "trigger  value."  The 
program  continues  if,  or  as  soon  as,  any  other 
value  appears  in  the  selected  location.  Optionally, 
WAIT  can  be  made  to  ignore  some  of  the  bits  in 
the  location  it  is  testing. 

In  other  words,  WAIT  halts  a  program  if,  and 
for  as  long  as,  selected  bits  in  a  chosen  location 
have  one  specific  pattern.  Note  carefully:  the  pro- 
gram waits  if  a  specific  pattern  exists,  not /or  a 
specific  pattern  to  appear. 

WAIT'S  format  is: 

WAIT  ADDR,  MASK,  TRIG 
ADDR,  MASK,  and  TRIG  can  be  any  numeric 
constants,  expressions,  or  variables  in  the  range 
0-65535  for  ADDR,  and  0-255  for  MASK  and  TRIG. 
TRIG  and  its  leading  comma  may  be  left  out  of 
the  statement  if  desired,  in  which  case  TRIG  de- 
faults to  zero. 

Technically  speaking,  the  WAIT  statement 
reads  the  status  of  memory  location  ADDR,  ex- 
clusive ORs  it  with  TRIG,  then  ANDs  the  result 
with  MASK,  repeating  these  steps  until  a  nonzero 
result  is  obtained.  Practically  speaking,  few  human 
minds  can  follow  such  logic,  let  alone  comprehend 
its  effect  on  their  programs.  If  you  prefer  simpli- 
city, think  of  WAIT  as  saying  this:  "Pause  if  the 
MASK  bits  in  the  contents  of  ADDR  are  the  same 


as  those  in  TRIG.  Otherwise,  continue."  But  let's 
illustrate  some  of  its  specific  uses. 

ADDR  is  the  address  of  the  memory  location 
to  be  tested.  WAIT  halts  the  program  if  ADDR 
contains  a  preselected  trigger  value,  resuming 
execution  if  and  when  ADDR's  contents  change. 
It  follows  that  ADDR  must  be  a  location  whose 
contents  can  change  independently  of  the  pro- 
gram, or  there  will  be  no  way  to  resume  program 
execution.  Relatively  few  memory  locations  meet 
this  criterion  -  mainly  they  are  associated  with 
the  keyboard,  the  user  and  IEEE  ports,  and  the 
computer's  internal  timers.  Table  1  is  a  partial 
listing  of  such  locations. 

MASK  determines  whether  WAIT  tests  all,  or 
only  some,  of  the  bits  in  ADDR.  If  a  given  bit  in 
MASK  is  set  to  one,  the  corresponding  bit  in 
ADDR  will  be  tested.  Otherwise,  the  bit  will  be 
ignored.  If  the  entire  contents  of  ADDR  are  to  be 
tested,  MASK  must  equal  255;  any  lower  number 
will  cause  WAIT  to  ignore  one  or  more  bits.  The 
various  powers  of  two  are  often  used  in  MASK, 
to  monitor  a  single  bit  for  a  one  or  a  zero.  Zero  is 
a  legal  value  for  MASK,  but  should  never  be  used, 
since  it  always  causes  an  endless  halt.  (Any 
number  and  zero  equals  zero.) 

TRIG  is  the  value  that  triggers  a  halt.  If  WAIT 
is  executed  when  ADDR  contains  TRIG,  the  pro- 
gram will  stop  until  TRIG  is  replaced  by  another 
value.  Of  course,  if  MASK  is  blocking  out  one  or 
more  bits,  any  number  whose  unblocked  bits  are 
identical  to  those  in  TRIG  will  have  the  same  effect 
as  TRIG,  and  will  cause  the  program  to  halt. 
TRIG'S  default  value  is  zero,  so  when  TRIG  is 
omitted  from  the  WAIT  statement,  a  halt  occurs 
whenever  all  the  unblocked  bits  are  zero. 

WAIT  has  three  other  notable  properties. 
First,  just  as  PRINT  can  be  abbreviated  as  "?", 
WAIT  can  be  abbreviated  as  "W  shifted  A".  You 
can  use  this  property  to  save  keystrokes  and  line 
space.  Second,  the  STOP  key  will  not  terminate  a 
WAIT.  That  can  only  be  done  by  satisfying  the 
logical  conditions  in  the  argument;  if  a  program- 
ming error  has  made  this  impossible,  you  must 
reset  your  machine  to  recover.  So  as  soon  as  you 
put  a  WAIT  statement  into  a  program,  save  a  copy 
on  tape  or  disk;  that  will  save  you  if  you've  made 
an  error.  Finally,  WAIT  does  not  affect  the  jiffy 
clock  -  TI  and  TI$  continue  during  WAITs,  even 

Januciiy.19a3     COMMITEl     153 


though  the  computer  and  the  STOP  key  are  os- 
tensibly dead.  So  by  using  the  memory  locations 
of  the  jiffy  clock,  you  can  precisely  control  WAIT's 
pauses. 

Real  World  ApplicaMons 

Table  2  lists  some  of  WAIT's  uses,  along  with  the 
arguments  used  to  implement  them.  To  demon- 
strate these  applications,  the  following  examples 
can  be  inserted  as  line  25  of  this  little  program; 

10  T1S  =  "000000" 
20  PRINT  TI 
30  GOTO  20 

Lines  20  and  30  cause  a  continuous  screen 
printout  while  the  program  is  running,  making  it 
easy  to  observe  the  effects  of  the  WAIT  in  line  25. 
(The  following  examples  use  ADDResses  from 
Original  ROMs;  if  you  have  PET  Upgrade,  4.0,  or 
a  VIC  or  a  64,  use  Table  1  to  find  the  right 
ADDResses  for  your  machine.) 

WAIT  59410,255,251  stops  the  program  when 
SPACE  is  depressed,  and  continues  execution 
when  it's  released.  No  other  key  can  make  the 
program  pause  if  these  arguments  are  used.  Dif- 
ferent TRlGs,  of  course,  will  activate  different 
"59410  keys." 

WAIT  59410,255,255  stops  the  program  uiitil 


SPACE  or  one  of  the  other  "59410  keys"  is  de- 
pressed. Only  these  keys  can  change  the  contents 
of  59410,  and  any  one  of  them  will  do  it,  thus 
ending  the  WAIT. 

WAIT  516,255  is  a  simple  way  to  pause  until 
a  key  is  pressed.  Since  5J6  contains  a  zero  until 
SHIFT  is  pressed,  this  line  halts  the  program  until 
you  press  SHIFT.  Notice  that  the  STOP  key  has 
no  effect  unless  SHIFT  is  pressed  and  the  program 
is  running.  Also  notice  that  WAIT  516,1  would 
have  the  same  effect,  using  fewer  bytes. 

WAIT  59411,8,8  waits  for  a  button  on  the 
tape  drive  to  be  pressed.  While  all  the  buttons  are 
up,  594irs  eight-bit  is  set,  and  the  program  halts. 
Depressing  PLAY  or  any  other  recorder  button 
clears  the  eight-bit,  resuming  execution  of  the 
program. 

WAIT  59411,8  halts  the  program  when  the 
eight-bit  is  cleared,  resuming  when  it's  set.  So, 
unlike  the  last  example,  this  one  stops  when  a 
button  is  doum.  Together,  these  two  examples 
show  how  to  use  a  one  or  a  zero  in  anv  bit  position 
to  stop  your  program  -  just  block  out  all  the  other 
bits  and  use  TRIG  to  look  for  a  one  or  a  zero  in 
the  position  of  interest.  This  technique  can  be 
used  to  wait  for  a  peripheral  to  signal  that  it  is 
ready  to  proceed,  assuming  that  the  signal  comes 


Table  i:  Some  Useful  Memory  Locations 

PET 

PET 

Orig. 

ROMs 

Upgrade 
or  4.0 
ROMs 

VIC-20            64 

Contents 

512 

141 

162             162 

Increments  every  jiffy  (1/60  second). 

513 

142 

161            161 

Increments  every  256  jiffies  (4.2  seconds). 

514 

143 

160            160 

Increments  every  65536  jiffies  (18.2  minutes). 
Zeroing  TIS  zeros  all  three  clock  locations. 

515 
516 

151 
152 

197             197 
(Note:  returns  keyboard  matrix 
ratKer  than  ASCII  value) 

653              653 

Unique  value  for  the  key  pressed  at  the  current  jiffy. 
No  key  =  255.  Other  values  differ  with  ROMs. 

Status  of  SHIFT  key.  Up  =  0,  Down  =  l. 

525 

158 

198              198 

Number  of  characters  in  the  keyboard  buffer  (0  to  9). 

59410 

59410 

N/A           N/A 

Senses  certain  keys.  The  keys  vary  with  keyboards 

and  ROMs,  but  these  are  the  most  common: 

ForBASICl.0and2.0        For  BASIC  4.0 

RVS  =  254                             '<-'key=254 

'['key  =  253                         '3' key  =  253 

SPACE  =  251                       '6' key  =  251 

'  < '  key  =  247                        '9'  key  =  247 

STOP  =  239                         STOP  =  239 

'.'key -191                        ':' key  =  223 

'  =  'key  =  127 

Note  that  pressing  a  key  zeros  a  bit  in  59410. 
Pressing  multiple  keys  zeros  multiple  bits. 

59411 
59471 

59411 
59471 

37151 
(Button  down  =  62 
all  buttons  up  =  126) 

37136 

The  eight-bit  of  this  location  tells  the  state  of  the  but- 
tons on  TAPE  #1.  Button  down  =  0,  all  buttons  up  =  1. 
Parallel  User  Port. 

154    COMPUre!    Januory,1963 


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by  way  of  a  line  going  high  or  low. 

WAIT  514,128  pauses  until  the  jiffy  counter 
hits  128.  See  Table  2  for  other  valid  MASKs  for 
this  purpose  (WAIT  ADDR,T). 

WAIT  525,1  :  POKE  525,0  waits  for  any  key 
to  be  pressed.  This  is  simpler  than  the  more 
common 

25  GET  A$  :  IF  A$  =  "  "  THEN  25 
and  it  allows  other  statements  to  follow  it  on  the 


same  program  line.  The  POKE  is  there  to  clear  the 
keyboard  buffer  and  can  be  omitted  if  there  are 
no  subsequent  GETs  or  INPUTs  in  your  program. 

WAIT  525,2  :  POKE  525,0  waits  for  two  keys 
to  be  hit.  There  is  no  easy  way  to  wait  for  three. 

WAIT  513,255,PEEK(513)  waits  for  the  4.2 
second  timer  to  increment.  The  screen  display 
will  prove  that  this  happens  every  256  jiffies. 

WAIT  516,1,PEEK(516)  illustrates  an  inter- 
esting technique.  Whether  SHIFT  is  up  or  down. 


WAITing  On  The 
VIC-20  And 
Commodore  64 

Doug  Ferguson,  Eiido,  Ohio 
Joysticks  Can  WAIT 

One  of  my  pet  peeves  involves  a  game  that 
uses  a  joystick  for  virtually  aU  movement, 
but  when  it's  time  to  indicate  whether  to 
play  again,  I  have  to  put  aside  the  joystick 
and  hit  a  function  key,  type  Y  for  YES,  or  hit 
the  space  bar.  Why  not  use  the  joystick? 

End-of-the-program  questions  are  well 
suited  for  the  WAIT  command.  To  replay  or 
not  to  replay  is  hardly  a  "menu"  of  choices. 
With  WAIT,  the  computer  "waits"  for  the 
replay  signal.  Even  if  the  player  wants  to 
quit,  he  can  always  RUN/STOP-RESTORE  or 
turn  off  the  power. 

The  most  suitable  replay  signal  is  the 
fire  button,  as  in  this  VIC-20  example: 

6000  PRINT  "YOU  WIN!!":  PRINT"  PRESS 
FIRE-BUTTON  TO  PLAY  AGAIN" 

6005  WAIT  37137,32:  REM  IN  CASE  BUTTON 
IS  ALSO  USED  IN  THE  GAME  ITSELF 

6010  WAIT  37137,32,32 

6020  RUN 

Here  is  a  table  showing  the  specific  test  values 
not  onlv  for  the  VIC-20  but  also  for  the 
Commodore  64: 


COMMODORE  64 


nRE 

LEFT 

DOWN 

UP 

BRIGHT 

ANY  (except 


VIC-20 

WAIT  37137,32,32 
WAIT  37137,32,32 
WAIT  37137,16,16 
WAIT  37137,4,4 
WAIT  37152,128,128 
WAIT  37137,62,62 


Joystick  1 

145,16,16 
145,4,4 
145,2,2 
145,1,1 

145,8,8 
145,31,31 


Joystick  2 

56464,16,16 

56464,4,4 

56464,2,2 

56464,1,1 

56464,8,8 

56464,31,31 


RIGHT  on 

the  VIC) 


*POKE  37154,127  before  and  POKE  37154,255  after  the 
WAIT  slatement  on  the  VIC. 


This  table  assumes  you  want  to  test  if  the 
joystick  is  pressed  a  certain  way.  If  you  want 
to  test  that  a  certain  position  is  not  pressed, 
just  leave  off  the  last  number  (as  in  line 
6005). 

Tracing  With  WAIT 

Another  way  to  use  WAIT  is  in  FOR/NEXT 
loops  in  either  program  or  direct  mode.  For 
example,  to  examine  the  contents  of  the  ROM 
memory  containing  BASIC,  type  in  the  fol- 
lowing program: 

100  FOR  X  =  12  *  4096  TO  X  +  81 

91:  PRINT  X,PEEK(X) 
110  WAIT  197,64 
120  NEXT 

or  the  direct  statement 

FOR  X  =  12  *  4096  TO  X  +  8191: 
PRINT  X,PEEK(X) rWAIT  197,64; 
NEXT 

(In  both  examples,  substitute  10*4096  for  the 
Commodore  64.) 

A  list  of  memory  addresses  and  contents 
will  begin  to  scroll  by.  To  stop  printing,  press 
any  key  (except  RESTORE,  SHIFT,  CTRL,  or 
the  Commodore  key).  Printing  resumes 
when  the  key  is  released.  If  the  WAIT  is 
changed  to  WAIT  653,1,1,  the  SHIFT  key 
alone  becomes  the  control  key.  This  has  the 
advantage  of  providing  a  "hands  off"  pause 
by  using  the  SHIFT  LOCK  key. 

It  is  also  possible  to  single-step  (go 
through  a  program  line  by  line)  using  the 
WAIT  command.  Simply  change  the  WAIT  to 

WAIT  197,64:  WAIT  197,64,64 

for  "any  key"  control  or 

WAIT  653,1,1:  WAIT  653,1 

for  SHIFT  key  control,  although  the  SHIFT 
LOCK  is  of  no  consequence  when  single- 
stepping. 

Escape  from  examining  memory  by  hit- 
ting the  RUN/STOP  key. 


156    COMPVIH    JonuorY,1983 


IMOW.  The  only  real  limitation 
for  your  VIC  20  is  imagination. 


The  ARFON  MICRO  VIC  20  EXPAWSION  CHASSIS  allows  you  to  fully  expand  the  VIC  20 
memory,  plug  fn  Interfaces,  other  computer  peripherals,  cartridges  for  expanded  Basic 
language  functions,  programming  utilities  and  even  ROM  cartidges  of  your  own  design  to 
turn  the  VIC  20  into  a  sophisticated  computer  control  system.  In  fact,  with  your  VIC  installed 
in  the  AFRON  MICRO  VIC  20  EXPANSIOIM  CHASSIS  the  only  real  limitation  to  the  uses  you 
can  find  for  the  VIC  20  Is  Imagination. 

VJC  20  SOFTWARE  FROM  ARFOIM  MICRO,  U.S. 


TOTL  TIME  MANAGER  is  a  set  of  two  programs  which 
allow  you  to  create  personaf  or  business  schedules,  calen- 
dars of  events,  and  checklists  of  activities.  Organize  reports 
by:  person,  project,  or  aaivity.  Sort  reports  by;  beginning 
or  ending  dates,  or  activity  number.  Print  56  different  bar 
chart  formulas.  S25. 

RESEARCH  ASSISTANT  2.0  is  a  set  of  programs  which 
allow  you  to  keep  track  of  reference  data  and- create 
keyword  cross  reference  lists.  Keep  data  on  reference  sour- 
ces: author,  title,  bibliography.  Keep  reference  notes; 
page(sj,  text,  up  to  12  keyword  cross  reference,  print 
data  and  or  cross  reference  lists.  S25. 
TOTL  LABEL  2.0  is  a  very  useful  mailing  list  and  label 
program.  TOTL  LABEL  2.0  features  easy  editing,  add  or 
delete  labels,  define  your  own  labels  (width,  length,  num- 
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ter expanded  characters,  skip  to  top  of  page,  single, 
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control,  charaaer  and  line  spacing,  upper  and/or  lower 


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up  to  4  heading  lines  per  page,  footing  line  every  page, 
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column  lines),  special  charaaers  for  printer,  right  justify, 
and  3K  additional  working  memory  for  editing.  S35. 
ALL  TOTL  2.0  series  programs  work  with  tape  and/or  disk 
and  require  VIC  20. 8K  expansion,  cassette  deck  and/or  disk 
drive,  VIC  printer  or  RS-232  printer. 
BALDOR'S  CASTLE  is  a  fast-moving  real  time  ad- 
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ARFON  VIC  EXPANSION  CHAS- 
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this  line  waits  for  it  to  change.  (Careful     if  you 
changed  ADDR  to  accommodate  your  ROMs,  the 
PEEK  must  be  changed  to  match  it.) 

WAIT  515,255,PEEK(515)  does  the  same  for 
any  other  key. 

WAIT  59471,1,1  waits  for  the  PAO  line  on  the 
user  port  to  go  low.  Don't  try  this  or  the  following 
examples  unless  you've  configured  the  port  for 
inputs  and  can  control  the  lines. 

WAIT  59471,1  waits  for  PAO  to  go  high. 

WAIT  59471, 1,PEEK(59471)  waits  for  PAO  to 
change  state. 

WAIT  59471,3,2  waits  if  PAO  is  low  and  PAl 
is  high.  Otherwise,  the  program  continues  to 
run. 

Of  course,  there  are  hundreds  of  other  ways 
to  use  WAIT.  If  you  understand  the  ones  we've 
looked  at  here,  you're  ready  to  find  and  exploit 
the  others.  Here's  one  of  them,  to  check  your 
understanding:  If  X  means  we  don't  care  whether 
a  bit  is  Cor  1,  and  if  we  want  our  program  to  pause 
as  long  as  XXXXOlOl  appears  in  location  59471, 
but  to  continue  on  any  other  value,  the  proper 
statement  is  WAIT  59471,15,5.  If  you  understand 
exactly  why  15  and  5  are  the  proper  arguments, 
you  really  do  know  all  about  WAIT. 


Table  2: 

Some  Useful  Applications 

ADDR  is  the  memory  location  to  be  tested. 
CONT  is  ADDR's  contents  when  tested. 


Argument 
WArTADDR,255,N 

WA1TADDR,255,255 

WAIT  ADDR,255 

WAITADDR,B,B 

WAITADDR,B 

WAITADDR,T 


Effect 

For  N  of  0  -  255,  waits  while  CONT 
=  N.  Continues  when  CONT  does 
not  equal  N. 

Waits  as  long  as  all  bits  in  CONT 
are  ones.  Continues  when  any  bit 
goes  to  zero. 

Waits  as  long  as  all  bits  in  CONT 
are  zeros.  Continues  when  any  bit 
goes  to  one. 

Where  B  is  1,2,4,8,16,32,64  or  128, 
waits  while  CONT's  B-bit  is  one. 
Continues  when  the  B-bit  is  zero. 
Where  B  is  as  above,  waits  while 
CONT's  B-bit  is  zero.  Continues 
when  the  B-bit  is  one. 
Where  a  counter  in  ADDR  cycles 
from  0  to  255,  and  where  T  is  128, 
192, 224, 240, 248,  252,  or  254,  waits 
while  CONT  is  less  than  T.  Con- 
tinues as  soon  as  CONT  =T.        j_ 


158    COMPUn!    Jonuarv,19S3 


Bcommodore 


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Apple  Machine 
Language  Memory  Aid 


K  Lourosh,  Decatur,  IL 


"ML  Helper"  is  a  utility  developed  to  assist  fledgling 
Apple  machine  language  programmers  in  studying 
6502  object  code  when  the  original  source  code  is  not 
available,  and  also  in  adapting  that  code  to  their  par- 
ticular needs  and  si/stans.  This  program  also  loorks  as 
is  on  OSl  and  can  easily  be  modified  for  any  Microsoft 
BASIC. 


Options  are  offered  in  this  program  to  list  and 
modify  zero  page  usage,  to  list  and  modify  abso- 
lute addressing  references,  and  to  relocate  the 
code  under  examination.  Although  written  in 
Microsoft  tloating-point  BASIC,  this  utility  is  read- 
ily converted  to  the  other  popular  dialects.  In 
fact,  while  my  system  is  OSI,  the  listing  is  for 
Apple  simply  to  involve  a  wider  audience. 

You  may  save  ML  Helper  without  REMarks. 
If  you  do,  notice  that  line  31  may  be  incorporated 
into  line  29,  and  line  35  into  line  33,  for  increased 
program  optimization.  However,  do  not  tamper 
with  the  "NEXT  A"  statement  of  line  51,  since 
ML  Helper  will  exit  a  loop  without  completing  it; 
a  simple  "NEXT"  there  is  insufficient. 

hi  the  interest  of  brevity,  I  chose  to  do  no 
error  checking  of  input  from  the  keyboard.  Thus 
it's  easy  to  become  careless  and  obtain  seemingly 
inexplicable  program  performance.  Also,  when 
using  hexadecimal  notation,  I  assumed  you  won't 
prefix  an  address  with  the  "$"  symbol.  Further- 
more, leading  zeros  are  harmless,  but  quite  un- 
necessary. No  relocate  is  foolproof.  Hence,  ML 
Helper  does  not  resolve  the  indirect  JMP  or  the 
technique  of  jumping  with  an  RTS  once  the  stack 
has  been  prepared.  In  other  words,  jump  tables 
and  data  blocks  are  moved  unchanged. 

Disassemble  And  Relocate 

When  up  and  running,  ML  Helper  emulates  a 
disassembler,  examining  the  address  range  you've 
specified  for  valid  6502  operation  codes.  When 
they  are  found,  the  program  logic  proceeds  to  list 
or  modify  the  zero  page  references,  to  list  external 
absolute  references,  to  modify  absolute  references, 
or  to  move  code  and  modify  addresses  for  a  suc- 
cessful relocate,  whichever  option  is  operative. 
Bytes  determined  to  be  invalid  instruction 
code  sequences  are  assumed  to  form  data  tables, 
A  data  table  finder,  as  such,  is  always  active  and 
can  actually  become  an  unspecified  sixth  option 

160     COMPUTSI     .kjnuaFV.ieaa 


to  locate  unknown  data  table  areas. 

At  this  point  I  set  an  arbitrary  criterion  - 
namely,  that  wherever  there  occurs  a  block  of  six 
or  fewer  consecutive  bytes  of  executable  code,  the 
data  table  finder  should,  nonetheless,  report  that 
block  of  code  as  part  of  a  data  table  area.  If  this 
standard  proves  unsuitable  for  your  requirements, 
then  change  the  "A-7"  expression  in  line  350.  The 
absence  of  data  tables  is  reported  as  an  address 
range  of  0-0  (SOOOO-0000  hexadecimal). 

Menu  item  4  may  not  be  immediately  clear. 
The  "EXTERNAL"  references  that  ML  Helper  will 
list  are  those  absolute  addresses  referencing  mem- 
ory outside  the  body  of  the  program  module  being 
examined.  Displaying  all  absolute  addressing 
usage  produces  a  counterproductive  volume  of 
screen  clutter  which  I  thought  best  to  avoid. 

Menu  item  5,  by  which  you  elect  to  change 
absolute  references,  is  not  similarly  restricted.  If 
during  a  run  it  appears  that  interesting  data  might 
scroll  away,  then  Apple  users  are  reminded  to 
invoke  the  CTRL  S  Stop-List  feature  of  their  sys- 
tem; others  may  have  to  rely  on  CTRL  C  or  divert 
all  output  to  hard  copy.  Have  fun  exploring  un- 
charted machine  language  programs  with  ML 
Helper  pointing  the  way. 


0  DATA  23  2 

68,138 

1  DATA  154 

240,14 

2  DATA  160 

66,164 

3  DATA  196 

10  DATA  69 

8,246, 

11  DATA  24 

,113,2 

12  DATA  22 

141,14 

13  DATA  10 


,200, 
,152, 
,64,1 
4,176 
,201, 
,133, 
,101, 
,38,1 
214,2 
5,53, 
41,49 
5,33, 
2,140 
9,237 


202,136, 

234,10,7 

20,88,18 

,48,16,8 

224,192, 

134,132, 

229,36,3 

02,6,70, 

13,117 

21,85,54 

,17,81,1 

1,65,32, 

,238,206 

,45,13,7 


72,104 

4,42,1 

4,248, 

0,112, 

105,23 

230,19 

7,5 

181,182,180,1 


1,24,56, 
106,186 
,216,8,4 
,169,162 
J3,41,9, 
1,197,2 


,118,2 
61,129 
76,108 
,205,2 
7,46,1 


2,86,17 

,193,97 

,44,173 

36,204 

10,14,7 

^  ^  f  ii  J  J  f 

121,249 


96,170,1 

0,0,208, 

73,165,1 
28 

49,150,14 

7,145,209 

,174,172, 

8,189,190 
61,29,93, 

E  THEN   " 


20  DATA  188,157,254,222,221,1 

6  2,126,30,9  4,18  5,153,217, 

21  DATA  57,25,89:  GOTO  530 
30  REM  ***  LIST  ADDRESSES  *** 
40  IF  A(Z)  >   =  S  THEN   IF  A(Z)  < 

RETURN 
50  IF  Z  =  0  GOTO  80 

6  0    FOR    X=0TOZ-1:IFA(X 

ETURN 
68    S(T)     =    VAL    (HS):E(T)     =   VAL 

7  0    NEXT 

80  PRINT  "ADDR  REF'D:   " j :  IF  H  THEN  D  =  A(Z) 

:  GOSUB  220:  PRINT  "$"!!$:  GOTO  100 
90  PRINT  A(Z) 


)  =  A(Z)  THEN   R 
CES) 


100 

110 

120 

130 
140 
150 
160 

170 

130 
190 

195 
200 
210 
220 

225 

230 

240 

245 

250 
260 

265 

270 
280 
290 
300 
310 

320 

330 

340 

350 

360 
370 
380 
390 
400 
410 
420 
430 
440 

450 
460 
470 
480 

490 

500 
510 
520 
530 

531 

532 

533 

540 

541 

542 

550 
560 
570 


THEN  POKE  A 


RETURN 
255  THEN  I 


THEN  K 


POKE  A  +  2,K 


FOR  A  = 
REM  *** 


Z  =  Z  +  1  -  (Z  >  29):  RETURN 
REM  ***  ZERO  PAGE  CHANGE  *** 
FOR  I  =  0  TO  X:  IF  C(I)  =  A(Z) 

+  1,D(I) 
NEXT  :  RETURN 
REM  ***  RELOCATE  *** 
IF  A(Z)  <  TS  OR  A(Z)  >  TE  THEN 
I  =   PEEK  (A  +  1)  +  T3:  IF  I  > 
=I-N:T4=T4+1 

POKE  A  +  1,1:  POKE  A  +  2,  PEEK  (A  +  2)  +  T 
4:  RETURN 

REM  ***  CHANGE  ABSOLUTE  ADDR  *** 
FOR  I  =  0  TO  X:  IF  C(I)  =  A{Z) 
NT  (D(I)  /  N) 
POKE  A  +  1,  D(I)  -  N  *  K; 
NEXT  :  RETURN 
REM  ***  DEC-HEX  *** 

H5  =  "":F  =  4096:  FOR  J  =  H  TO  4:K  =   INT  " 
(D/F):D=D-K*F 

H$  =  HS  +  MIDS  (G$,K  +  H,H}:F  =  F  /  16:  NE 
XT  :  RETURN 
REM  ***  HEX-DEC  *** 

D  =  0:F  =  H:  FOR  J  =  LEN  (HS)  TO  H  STEP  -  " 
H:M  =  ASC  (  MIDS  (H$,J,H  ) )  -  48 
D=D+F*  (M-7*  (M>  9}):F  =  16  *  F:  ~ 
NEXT  :  RETURN 

REM  ***  PRINT  DATA  TABLES  *** 

PRINT  "DATA  TABLE:   ";:  IF  H  THEN  D  =  Tl:  " 
GOSUB  220:  PRINT  "$ "H$ "-" ; :D=T2 
GOSUB  220:  PRINT  H5 :  RETURN 
PRINT  T1"-"T2:  RETURN 
REM  ***  MAIN  ROUTINE  *** 
S  TO  E 

SKIP  DATA  TABLES  *** 
FOR  I  =  0  TO  T:  IF  S(I)  THEN  IF  A  >  =  S(I) 

THEN  A  =  E(I)  +  1:S(I)  =  0 
NEXT  :  FOR  I  =  0  TO  150:  READ  M:  IF  PEEK  ( 
A)  =  M  GOTO  390 
NEXT 

REM  ***  PRINT  DATA  TABLES  *** 
IF  A  -  7  >  T2  THEN  IF  Tl  THEN  GOSUB  260:Tl 

=  A 
IF  Tl  =  0  THEN  Tl  =  A 
T2  =  A:  GOTO  510 
REM  ***  1-BVTE  IGNORE  *** 
IF  I  <  29  GOTO  510 
REM  ***  2-BYTE  IGNORE  *** 
IF  I  <  48  GOTO  500 
REM  ***  ZERO  PAGE  *** 
IF  I  >  102  OR  C  >  2  GOTO  470 

IF  C  <  3  THEN  A(Z)  =  PEEK  (A  +  1):  ON  C  GO 
SUB  50,120 
GOTO  500 

REM  ***  3-BYTE  *** 
IF  I  <  103  GOTO  500 

IF  C  >  2  THEN  A(Z)=PEEK  (A  +  1)  +  PEEK  (A  ' 
+  2)  *  N:  ON  C-2  GOSUB  150,40,190 
A  =  A  +  1 
A  =  A  +  1 

RESTORE  :  NEXT  A:  GOSUB  260:  END 
REM  ***  END  OF  MAIN  ROUTINE  *** 
PRINT  "1=  LIST  ZERO  PAGE  REFERENCES" : PRINT 
"2=  CHANGE  ZERO  PAGE  REFERENCES" 
PRINT  "3=  RELOCATE":  PRINT  "4=  LIST  EXTERN 
AL  ABSOLUTE  REFERENCES" 

PRINT  "5=  CHANGE  ABSOLUTE  REFERENCES":  PHI 
NT:  PRINT  "CHOOSE  ONE:  ";:  GET  H$ 
PRINT  H$:C  =  VAL  (H$):PRINT  :PRINT  "WANT  H 
EX   NUMBERS,  Y/N?  ";:  GET  H$:PRINT  HS 
PRINT  :H  =  H$  =  "Y":N  =  256:G$  =  "01234567 
89ABCDEF":  DIM  A{30) 
INPUT  "INPUT  START, END  ADDRESSES:  ";HS,E$: 

PRINT 
IF  H  THEN  GOSUB  240:S  =  D:H$  =  E$:  GOSUB  2 
40:E  =  D:  GOTO  560 
S  =  VAL  (HS) :E  =  VAL  (E$) 
IF  C  <  >  3  GOTO  660 
INPUT  "INPUT  TARGET  ADDRESS:  " ; H$ :  PRINT  : 

IF  H  THEN  GOSUB  240 ;TS=D:GOTO600 


580 
590 
600 

605 
610 
620 

625 
630 

640 
650 
660 


670 

675 

680 
690 

695 
700 

710 

720 

725 

730 
740 

750 


TS  =  VAL  (H$) 

REM  ***  CALCULATE  OFFSET  *** 

+  E  -  S:I  =  ABS  (TS  -  S):T4  =  INT  " 
;T3  =  I  -  T4  *  N 
S  THEN  T3  -  -  T3:  T4  =  -  T4 
MOVE  ROUTINE  *** 

0  THEN  K  =  TE:  FOR  I  =  E  TO  S  STEP 
POKE  K,  PEEK  (I) :K=K-1 
;  GOTO  650 


TE  =  TS 
(I  /  N)  : 
IF  TS  < 
REM  *** 
IF  T3  > 

-  1: 
NEXT 
K  =  TS:  FOR  I  = 
K  =  K  +  1:  NEXT 
REM  ***  SWAP  TS 
K  =  TS:TS  =  S:S 


S  TO  E:  POKE  K,  PEEK  (I) 


S,  TE  S  S  *** 
K;K  =  TE:TE  =  E; 


E  = 


D:H$  =  E$: 

(ES) 

N:S(T) 

1 


PRINT  "LIST  UP  TO  11  KNOWN  DATA  TABLE 

THE   PROGRAM.   TYPE  0,0  WHEN  DONE.":? 

RINT 

PRINT  "DATA  TABLE  "T"  START, END:   ";: 

T  "";HS,ES 

IF  H  THEN  GOSUB  240:8 (T)  = 

B  240:E(T)  =  D:  GOTO  690 

S(T)  =  VAL  (H$) :E(T)  =  VAL 

IF  E(T)  THEN  I  =  T3  +  T4  * 

I:E(T)  =  E(T)  +  I:T  =  T  + 
IF  T  <  11  GOTO  670 

IF  C  <  >  2  THEN  IF  C  <  >  5  THEN  PRINT 
TO  290 

PRINT  : PRINT  "LIST  UP  TO  11  ADDRESSES 
E  CHANGED.  TYPE  0,0  WHEN  DONE.":PRINT 
PRINT  "»"X".  OLD, NEW  ADDRESSES:   ";: 

"";H$,E$ 
IF  H  THEN  GOSUB  240:C(X)  =  D:HS  =  E$: 
B  240:D(X)  =  D:  GOTO  740 
C(X)  =  VAL  {H$):D(X)  =  VAL  (E$) 
IF  C(X)  =  D(X)  OR  X  =  10  THEN  PRINT  : 

290 
X  =  X  +  1:  GOTO  7  20 


K 
S  IN 


INPU 
GOSU 

S(T)  + 

:  GO 

TO  B 

INPUT 

GOSU 

GOTO 


TIRED  OF  WRITING 

BORING  BUSINESS  DATA 

PROCESSING  PROGRAMS? 

THE  ALIEN  GROUP  needs  an  imaginative  Pro- 
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THE  ALIEN  GROUP,  27  W.  23fd  St.,  NY,  NY  10010 


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in  the  back  of  the 

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advertised  in  COMPUTE! 


January,  1983    COMPITTII     161 


Supermon64 


Jim  Butterfield,  Associate  Editor 


Supernioii64  is  i/oiir  gafezoay  to  machine  language 
pnygraiuming  on  the  Commodore  64.  Superman,  in 

several  ~oersio)is,  has  been  popular  over  the  years  as  a 
major  programming  tool  for  Commodore  users.  With 
this  adaptation  for  the  64,  a  good  book  on  6502  prog- 
ramming, and  patience,  you  can  learn  to  write  programs 
or  subroutuics  which  arc  capable  of  running  at  extra- 
ordinary speeds.  You  can  learn  machine  language 
programming. 

Supermon64  itself  is  in  machine  language,  but 
you  can  type  it  in  without  knoiving  what  it  means. 
Using  the  Tiny  Pccl<er/ Poker  (Program  7),  or  via  the 
built-in  monitor  of  a  PET,  type  it  in  and  SAVE  it.  The 
fastest  way  to  check  for  errors  is  to  type  in  Program  3 
on  a  regular  PET  (or  use  the  portioning  techniques 
described  in  the  article  to  make  room  for  the  chccksuju 
program  the  same  way  you  made  room  for  the  Tiny 
Pecker).  Then  load  Supermon64  into  the  PET.  It  will 
come  in  above  your  BASIC.  Then  RUN  the  checksum 
and  it  will  report  the  location  of  any  errors. 


The  easiest  way  to  type  in  Supermon64  is  by  using 
a  monitor.  Unfortunately,  you  won't  have  a  mon- 
itor until  Supermon64  is  typed  in.  This  leads  to  a 
chicken-and-egg  situation.  It's  no  good  my 
suggesting  that  you  should  borrow  a  friend's 
Supermon64  to  type  this  in;  if  he's  got  it,  you  can 
just  make  a  copy  and  save  a  lot  of  work.  There's 
gotta  be  another  way. 

The  Commodore  64  has  lots  of  memory.  We 
can  waste  some  of  it  to  create  an  easy  method 
which  will  allow  us  to  enter  this  program.  Maybe 
we'll  even  learn  something  along  the  way. 

You  may  have  noticed  that  when  you  power 
up  the  64,  it  tells  you  that  vou  have  38911  bvtes 
free.  For  the  moment,  I'm  not  going  to  tell  you 
what  happened  to  the  rest  of  the  64K  (it's  there, 
but  BASIC  won't  use  it).  The  baffling  thing  is  that 
if  you  ask  the  machine  to  PRINT  FRE(O),  it  will 
tell  you  that  it  has  -26627  bytes  free.  Don't  be  con- 
fused; this  is  a  bug  and  you  can  get  the  right 
number  by  adding  65536.  Whip  out  your  trusty 
calculator,  do  the  addition,  and  do  you  get  38911? 
Of  course  not,  but  it's  close  enough  (another  story 
for  another  time). 

Now:  we're  going  to  trim  some  memory  away 
from  the  computer,  so  as  to  give  ourselves  space 
to  stage  Supermon64.  First,  we  must  prepare  the 

162     COMPUTE!     Januaiy.  1983 


new  space  so  that  it  will  be  able  to  hold  a  BASIC 
program.  Type  POKE  8192,0  and  the  space  is 
ready.  Next,  we  are  going  to  move  BASIC  to  this 
new  area.  Type  POKE  44,32  followed  by  NEW 
and  the  deed  is  done.  At  this  point  we  seem  to 
have  a  perfectly  normal  Commodore  64  machine. 
Everything  will  work  as  before.  But,  if  you  ask 
PRINT  FRE(O)  you'll  find  that  your  free  space  has 
dropped  to  32765  bytes.  We  have  sectioned  off 
the  space  where  we  will  plant  Supermon64.  [You 
can  use  this  same  technique,  then  type  in  Program  3 
and  ru)i  the  checksutn  on  your  program  -  Ed.] 

Now  we  are  ready  for  a  simple  input  program. 
Enter  the  following: 

ProgrOITI  1.  Tiny  Peeker/Poker. 

100  PRINT  "TINY  PEEKEr/pOKER" 

110  X$="*":INPUT  X$:IF  X$="*"  THEN  END 

120  GOSUB  500 

130  IF  E  GOTO  280 

140  A=V 

150  IF  J>LEN(X$)  GOTO  300 

160  FOR  1=0  TO  7 

170  P=J:GOSUB  550 

180  C(I)=V 

190  IF  E  GOTO  280 

200  NEXT  I 

210  T=0 

2  20  FOR  1=0  TO  7 

2  30  POKE  A+I,C(l) 

240  T=T+C(l) 

2  50  NEXT  I 

260  PRINT  "CtIECKSUM=";T 

270  GOTO  110 

280  PRINT  MID$ CX?,1, J );"??"; GOTO  110 

300  T=0 

310  FOR  1=0  TO  7 

320  V=PEEK(A+I) 

3  30  T=T+V 
340  V=V/16 

3  50  PRINT  "  "; 

360  FOR  J=l  TO  2 

370  V%=V 

380  V=CV-V%)*16 

390  IF  V%>9  THEN  V%=V%+7 

400  PRINT  CHR?(V%+48); 

410  NEXT  J 

420  NEXT  I 

430  PRINT  "/";T 

440  GOTO  110 

500  P=l 


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board  when  not  in  use. 
To  store  joysticks  just  turn  them 
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the  inverted  storage  rack. 
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G  BiKmyVlSA*    Exp.  Date 

□  Bill  my  Mastercard  # Exp.  Date 

Card  Holders  Signature 


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\/ 


510 

L=4 

520 

GOTO  600 

550 

P=J 

560 

L=2 

600 

E=0 

610 

V=0 

620 

FOR  J=P  TO  LEN(X$) 

630 

X=ASC(MID$(X$, J)  ) 

640 

IF  X=32  THEN  NEXT  J 

650 

IF  J>LEN(X$)  GOTO  790 

660 

P=J 

670 

FOR  J=P  TO  LEN(X$) 

680 

x=asc(mid$(x?,j) ) 

690 

IF  X<>32  THEN  NEXT  J 

7  00 

IF  J-POL  GOTO  790 

710 

FOR  K=P  TO  J-1 

7  20 

X=ASC{MID$(X$,K) ) 

7  30 

IF  X<58  THEN  X=X-4B 

740 

IF  X>64  THEN  X=X-55 

750 

IF  X<0  OR  X>15  GOTO  7 

760 

V=V*16+X 

770 

NEXT  K 

780 

RETURN 

790 

E=-l 

800 

RETURN 

This  program  is  a  very  tiny  monitor.  It  will 
allow  you  to  enter  information  into  memory,  eight 
bytes  at  a  time.  To  do  this:  wait  for  the  question 
mark,  and  then  type  in  monitor-format  the  address 
and  contents: 

?  0800  00  lA  08  64  00  99  22  93 

The  program  will  return  a  checksum  value  to 
you,  which  you  can  use  to  insure  that  you  have 
entered  the  information  correctly.  To  view  mem- 
ory, type  in  only  the  address:  the  contents  will  be 
displayed. 

Completing  The  Job 

When  you  have  finished  entering  all  that  data, 
you  can  make  Supermon64  happen  quite  easily. 
Three  last  POKE  commmands  and  a  CLR: 

POKE  44,8   ^^'^'' 
POKE  45,232^]    ^^.  -i 
>    POKE  46,17         V^ 
CLR  ' 

You  have  Supermon64.  Save  it  with  a  conventional 
BASIC  SAVE  before  you  do  anything  else. 

Now  you  may  RUN  it  -  and  learn  how  to  use 
it. 

Supermon64  Summary 

Commodore  Monitor  Instructions: 

G  GO  RUN 

L  LOAD  FROM  TAPE  OR  DISK 

M  MEMORY  DISPLAY 

R  REGISTER  DISPLAY 

S  SAVE  TO  TAPE  OR  DISK 

X  EXIT  TO  BASIC 

Supermon64  Additional  Instructions: 

A  SIMPLE  ASSEMBLER 


D  DISASSEMBLER 

F  FILL  MEMORY 

H  HUNT  MEMORY 

P  PRINTING  DISASSEMBLER 

T  TRANSFER  MEMORY 

•  Simple  assembler 

.A    2000    LDA    #$12 

•A  2002  STA  $8000, X 

.A  2005  (RETURN) 

In  the  above  example  the  user  started  assem- 
bly at  2000  hex.  The  first  instruction  was  load  a 
register  with  immediate  12  hex.  In  the  second  line 
the  user  did  not  need  to  type  the  A  and  address. 
The  simple  assembler  prompts  with  the  next  ad- 
dress. To  exit  the  assembler  type  a  return  after 
the  address  prompt.  Syntax  is  the  same  as  tlie 
"disassembler  output. 


•  Disassembler 

.D  2000 

(SCREEN  CLEARS) 

2000  A9  12 

LDA 

#$12 

2002  9D  00  80 

STA 

$8000, X 

2005  AA 

TAX 

2006  AA 

TAX 

(Full  page  of  instructions) 

Disassembles  22  instructions  starting  at  2000 
hex.  The  three  bytes  following  the  address  may 
be  modified.  Use  the  CRSR  keys  to  move  to  and 
modify  the  bytes.  Hit  return  and  the  bytes  in  mem- 
ory will  be  changed.  Supermon64  will  then  disas- 
semble that  page  again, 

•  Printing  disassembler 

.P    2000,2040 

2000  A9  12  LDA  #$12 

2002  9D  00  80  STA  $8000, X 

2005  AA  TAX 


203F  A2    00  LDX   #$00 

To  engage  printer,  set  up  beforehand: 
OPEN  4,4:CMD4 

•  Fill  memory 

•F    1000    1100    FF 

Fills  the  memory  from  1000  hex  to  1100  hex 
with  the  byte  FF  hex. 

•  Go  run 

.G 

Go  to  the  address  in  the  PC  register  display 
and  begin  RUN  code.  All  the  registers  will  be  re- 
placed with  the  displayed  values. 

.G    1000 


164    COMWRI    January.  19B3 


Programming  The  PET/CBM 


by  Raeto  Collin  West 


The  book  described  by  Jim  Butterfield  as 

"...unquestionably  the  most  comprehensive 
and  accurate  reference  I  have  seen  to  date..." 

The  Reference  Encyclopedia  for  Commodore  2000, 3000, 4000.  and  8000  series  computers  and  peripherals. 
Here's  just  a  sample  of  reviewer  and  reader  reaction: 

From  reviewers  ■  ^^'^  ^'^'^  review  at  first- 

Educational  Computing  Review  by  Stephen  Potts  "This  book  is  a  must  for  every  CBM/PET  user. 

"Of  all  the  books  I  have  read  on  the  PET  this  book  Programming       FfOm  readers: 


the  PET/CBM  by  Raeto  West  must  rank  as  one  of  the  most 
comprehensive  and  readable  accounts  on  the  PET  that  I  r^ave  ever 
had  the  pleasure  to  see... 

"If  you  wish  to  get  more  from  your  PET  than  arcade  games 
and  simple  teaching  programs  then  this  book  is  a  must  for  your 
bookshelf.  It  does  not  matter  whether  you  run  on  BASIC  I .  BASIC 
2,  or  BASIC  4  since  all  routines  are  supplied  with  addresses  and 
changes  to  make  them  run  on  any  machines  wherever  possible... 

"...this  book,  with  its  lucid  explanations  of  the  PET,  its  useful 
routines  and  programming  hints,  is  an  essential  purchase." 

IPUG  Magazine  Review  |British  PFT  User  Group]  by  Ron  Geere 
"This  publication  represents  over  a  year's  intensive  research  ...  and 
the  resulting  product  is  a  valuable  work  of  reference,  A  tremendous 
amount  of  useful  information  has  been  packed  in  this  500  +  page 
work  at  which  I  was  so  over-awed  that  i  did  not  know  how  to 


a  book  the  average  to  advanced  user  cannot  afford  nor  to  • 
possess..." 

"My  copy  of  your  ■Programming  the  PET/CBM  has  been  in  daily 
use  for  nearly  a  month  and  I  am  finding  it  totally  addictive, 
suffering  severe  withdrawal  symptoms  whenever  I  try  half- 
heartedly to  move  on  to  other  reading  matter.  It  is  without  doubt 
the  best  book  on  Its  subject  available  today..." 
"I  have  recently  acquired  a  copy  of  your  book  Programming  the 
PET/CBM  and  must  congratulate  you  on  its  concept  and  on 
packing  in  so  much  detail.  It's  so  very  much  better  than  anything  I 
nave  had  up  to  now  that  it'll  be  my  constant  reference  manual." 
"I  have  received  my  copy  of  Programming  the  PET/CBM  by  Raeto 
West  and  I  have  recommended  it  to  several  of  my  students,  This 
book  is  so  valuable  that  I  cannot  now  afford  to  be  without  it." 


Published  exclusively  in  North  America  by  COMPUTE!  Books.  The  book  is  an  astonishing 
reference  manual  of  useful  information.  Contents  include  this  and  much  more: 


1  Introduction  and  overviewr:  Plan  of  the  book,  sources 
of  information,  features  and  chronology  of  CBM  hardware. 

2  BA5IC  and  how  it  works:  Storage  of  BASIC  and  its 
variables:  tokens,  pointers,  syntax;  optimising  BASIC. 

3  Program  and  system  design:  Capabilities  of  the 
equipment:  charts,  algorithms,  space,  timing. 

4  Effective  programming  In  BASIC;  Seventeen  examples, 
including  subroutines,  dates,  DATA,  INPUT,  rounding. 

5  Alphabetic  reference  to  BASIC  keywords:  Full 
descriptions,  with  examples,  of  all  keywords,  with  methods  for 
adding  additional  commands  not  present  in  CBM  BASIC,  e.g. 
AUTO,  DEL,  OLD.  POP,  PRINT  USING,  SORT.  VARPTR. 

6  Disk  drives;  Descriptions  of  operation  and  workings  of 
disk  drives,  with  BASIC  and  machine-code  examples:  bugs. 

7  Alphabetic  reference  to  disk  BASIC  commands; 
BASIC  4  disk  commands  with  examples  and  notes. 

8  Other  peripherals  and  hardwrare:  Tape  storage  and 
handling;  printers:  modem;  keyboard;  EPROMs;  reset  switches. 

9  Graphics  and  sound:  Tables  of  CBM  characters:  CRT  chip; 


animation,  bar  plots.  80  by  50  etc.;  user-port  sound. 

10  The  transition  to  machine-code:  Introductory  concepts; 
a  BASIC  monitor;  use  of  MLM,  Supermon,  Extramon;  easy 
examples. 

1 1  More  6502  machine-code:  6502  hardware  features; 
eighteen  common  problems  in  programming:  debugging. 

1 2  Alphabetic  reference  to  6502  opcodes:  Examples, 
notes,  and  explanat;ons  on  each  opcode  from  ADC  to  TYA. 

13  Using  ROM  routines;  IRQ,  NMI,  RESET;  the  Kernel; 
examples  -  modifying  LIST:  ordinary  and  relocating  loaders. 

1 4  Effective  6502  programming:  Assemblers;  CHRGET 
and  wedges:  PIAs,  VIA,  IEEE;  common  mistakes. 

1 5  Index  to  BASIC  ROMs  and  RAM:  Memory  map  of  RAM 
and  ROM,  detailing  and  comparing  BASICS  1 ,  2,  and  4. 

16  Mathematical  programming;  Precision;  equations; 
statistics;  simulation:  finance;  calculus;  machine-code. 

17  Prf»grammlng  in  business  and  education;  Examples, 
applications  and  pitfalls  In  business  and  education. 
Appendices;  6502  reference  charts;  Supermon  listings;  . 
ASCII;  glossary 


Plus  many  programs, diagrams  and  charts.  Paperback,  504  pages.  ISBN  0  942386  04  3.  S24.95. 


To  Order 

Programming  The  PET/CBM 

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TOLL  FREE  800-334-0868 

In  NC  Call  919-275-9809 

Or  send  coupon  to 
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In  England,  order  trom  Level  Limned.  P.O.  Box  438,  Hampsiead,  London. 
NW3  I BH.  Price  in  England  is  E 1  "1  90,  including  P  S  P. 


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Atlow  4-6  wteks  for  delrveiy  Foreign  surface  detrvEiy  allow  Z-4  montns                           i 

Program  2.  supermon64. 


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166    COMPOIt!    Jonuarv,19B3 


WHAT'S  SMALLER 
THAN  A  BUSINESS  CARD? 

FASTER  THAN 
CASSETTES? 

AND  FAR  LESS  EXPENSIVE 

THAN  DISKS? 


Why  the  ESF-20/64  Stringy  Floppy 
from  Exatron,  of  course.  Our  exciting  little 
storage  alternative  gives  you  near  floppy 
disk  speed  and  reliability  at  a  budget- 
minded  price.  Our  high  quality  digital 
mass  storage  system  is  the  perfect  product 
to  fill  the  gap  between  cassettes  and  floppy 
disks.  And  that's  especially  true  in  the 
case  of  the  Commodore  VIC- 20®  and 
Conmiodore  64*"-  microcomputers. 

The  Exatron  Stringy  Floppy  system  is 
based  on  a  small  endless  loop  tape  car- 
tridge we  call  "The  Wafer",  This  wafer 
measures  only  2  3/4"  x  1"  x  3/16"  ^  or 
about  the  dimensions  of  a  standard  busi- 
ness card.  Wafer  was  born  to 
run  fast  —  at 


around  7200  baud,  or  14  times  faster  than  a 
standard  cassette  and  has  a  memory  ca- 
pacity of  64K  bytes.  The  ESF-20/64  system 
costs  less  than  $200  and  wafers  are  less 
than  $3.00  each.  No  wonder  computer 
people  call  us  the  "poor  man's  disk 
system". 

If  you'd  like  to  get  the  world  on  a 
string,  and  bring  your  VIC-20''®  or 
Commodore  64*'  into  the  20th  Century,  just 
fill  out  the  coupon  below  and  mail  it  to 
EXATRON,  181  Commercial  Street, 
Sunnyvale,  CA  94086.  If  you  need  to  place 
an  order  call  (408)  737-7111,  outside 

California  (800)  538-8559  and  ask  for 
Chrissy  or  Natalie. 


The  ESF-20/64  Stringy 
Floppy  System  from  Exatron 

for  use  with  the  Commodore  VIC-20® 
and  Commodore  64®  microcomputer. 

exatron 


For  exciting  alternatives 
in  mass  storage. 


Name 


Address 


City/State/Ztp  

Mail  today  for  information  on  Vne  ESF-20/64  from 
EXATRON,  181  Commercial  St.,  Sunnyvale,  CA  94086 


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59  00 
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9D  8A 
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23  24 
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24  24 
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A5  69 
AS  69 
26  62 
68  44 
84  74 
4A  72 
A2  A2 
B2  32 


20  BF 
0E  86 

08  E8 
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60,  40 

09  30 
09  40 
09  40 
09  00 
44  00 
8C  44 
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08  40 
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59  4D 
2C  29 


00  58 
iC  23 
ID  23 
29  19 
53  IB 
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94  88 
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9A  10 
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lA  lA 
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26  26 
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92  FB 
00  SB 
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43  20 
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50  A  A 


24  24 

5D  8B 
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A8  AD 
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84  13 
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54  44 
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SA  00 
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72  72 
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AA  AA 


00  00 
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ID  Al 
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AS  69 
29  00 
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34  11 
5A  48 
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B4  08 
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00  AA 
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00  00 


88  C8 
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41  42 
F8  00 

89  F9 
00  3E 
FB  00 
8  A  FD 
0  0  FF 
20  20 
52  20 
59  52 
AA  AA 


This  Publication 
is  available  in 
Microform. 


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International 

Please  send  additional  information 
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166    COMPtmi    JanuoiY.WS3 


Go  to  address  1000  hex  and  begin  running 
code. 

•  Hunt  memory 

.H    C000    D000     'READ 

Hunt  tlirough  memory  from  COOO  liex  to  DODO 
hex  for  the  ASCII  string  read  and  print  the  address 
where  it  is  found.  A  maximum  of  32  characters 
maybe  used. 

•H    C000    D000    20    D2    FF 

Hunt  memory  from  COOO  hex  to  DOOO  hex  for 
the  sequence  of  bytes  20  D2  FF  and  print  the  ad- 
dress. A  maximum  of  32  bytes  may  be  used. 

•  Load 

.L 

Load  any  program  from  cassette  #1. 

.L    "RAM   TEST" 

Load  from  cassette  #1  the  program  named 
RAM  TEST. 

.L    "RAM    TEST" ,08 

Load  from  disk  (device  8)  the  program  named 
RAM  TEST.  This  command  leaves  BASIC  pointers 
unchanged. 

•  Memory  display 

.M  0000  0080 

.   0000  00  01  02  03  04  05  06  07 

,   0008  08  09  0A  0B  0C  0D  0E  0F 

Display  memory  from  0000  hex  to  0080  hex. 
The  bytes  following  the  .:  can  be  altered  by  typing 
over  them,  then  typing  a  return. 

•  Register  display 

•  R 


PC   IRQ   SR  AC  XR  YR  SP 
0000  E62E  01  02  03  04  05 

Displays  the  register  values  saved  when 
Supermon64  was  entered.  The  values  may  be 
changed  with  the  edit  followed  by  a  return. 

•  Save 

.S    "PROGRAM   NAME", 01, 0800, 0C80 

SAVE  to  cassette  #1  memory  from  0800  hex 
up  to  but  not  including  0C80  hex  and  name  it 
PROGRAM  NAME. 

•S    "0:PROGRAM   NAME" , 08, 1200, 1F50 

SAVE  to  disk  drive  #0  memory  from  1200 
hex  up  to  but  not  including  1F50  hex  and  name  it 
PROGRAM  NAME. 


•  Transfer  memory 

.T  1000  1100  5000 

Transfer  memory  in  the  range  1000  hex  to 
1100  hex  and  start  storing  it  at  address  5000  hex. 

•  Exit  to  BASIC 


Return  to  BASIC  ready  mode.  The  stack  value 
SAVEd  when  entered  will  be  restored.  Care 
should  be  taken  that  this  value  is  the  same  as  when 
the  monitor  was  entered.  A  CLR  in  BASIC  will  fix 
any  stack  problems. 

Program  3.  Supermon64  Checksum. 

100  REM  SUPERM0N64  CHECKSUM  PROGRAM 
110  DATA  10170,13676,15404,14997,15136, 

16221,16696,12816,16228,14554 
120  DATA14677, 15039, 14551, 15104,15522, 

16414,15914,8958,11945  :S=2048 
130  FORB=lTOl9:READX:FORI=STOS+128:N=P 

EEK { I )  :  Y  =Y+N 
140  NEXTI;IFY<>XTHENPRIt'JT"ERROR  IN 

BLOCK  #"B:G  OTO160 
150  PRINT"BLOCK  #"B"  IS  CORRECT" 
160  S=I:Y=0:NEXTB:REM  CHECK  LAST  SHORT 

BLOCK    BY    HAND  Q 


...PET/CBMAdC?  SEE  SKYLES. 


PET  owners  everywhere  sing 

Jj  Thanks  for  the  MemoriesjJ^ 

to  good  old  Bob  Skyles 

.  .  .  they  should  .  .  .  because  Bob  Skyles  is  the  only 
complete  source  for  memory  boards  for  any  PET  ever 
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And  the  Skyles  memory  sysiems  have  ihe  IngheM  quality  conirol  of  any 

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The  boards,  inside  the  PET/CBM,  install  in  minutes  without  special  loolsor 

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Because  of  our  tiew  dynamic  memory  design,  and  to  celebrate  old  Bob's  JO'k, 

birthday,  here  arc  tire  smashing  new  prices: 

SK  Memory  System       orig.  $250.00      nowS200.00      Save  S  50.00 

I6K  Memory  System       orig.  5450.00      nox  iiOO.OO      Save  SI 50.00 

24K  Memory  System       orig.  5650.00      now  $400.00      Save  $250.00 

. .  .For  any  PETever  marie.  When  ordering,  jusi  describe  your  PET  by  model 

number  and  indicate  the  amount  and  type  (or  brand)  of  memory  currently  in 

)he  unit. 

Shipping  and  Handlinf; lUSA/Canaria)  S3.50     (Europe/Asia)  S15.00 

California  residents  musi  add  6%  /6  '/■  %  sales  ia.x.  as  required. 
Visa/Maslercaril  orders:  call  toUfree  (SOO)  227-9998  (except  California). 
California  orders:  please  call  (415)  965-1735. 


iih 


£ 


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23IK  South  Whisman  Knad 
Muunlain  View,  Caiirornia  94041 
(415)  965-1735 


...PET/CBMA^IC?  SEE  SKYLES. 


January,1983    COMPUrei    169 


Peripherals 
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MX-80  w/Graphtrax  Plus 

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INSIGHT:  Atari 


Bill  Wilkinson 


No  gossip  to  start  with  this  month,  histead,  let's 
start  right  off  into  a  whole  series  of  interesting 
tidbits  (and  even  a  few  tidbytes). 

Which  Is  It?  GTIA  Or  CTIA? 

Several  articles  have  been  written  on  how  to  tell 
whether  you  have  a  GTIA  or  CTIA  in  your  system. 
Most  of  them  suggest  that  you  use  a  GRAPHICS 
9  statement  and  observe  the  screen  (it  turns  black 
with  a  GTIA,  remains  blue  with  a  CTIA). 

But  suppose  you  want  to  write  a  program 
that  takes  advantage  of  all  the  capabilities  of  the 
GTIA.  What  does  the  poor  user  with  only  a  CTIA 
do?  If  you  are  commercially  clever,  you  will  have 
your  program  sense  which  chip  is  in  use  and  adapt 
itself  accordingly.  This  program  will  enable  you 
to  do  just  that: 

100  GRAPHICS  0:REM  ALWAYS  USE  THIS  MODE 

110  PRINT  "NOW  TESTING  FOR  CTIA  VERSUS  GTIA" 

120  PRINT  "=="==—========================" 

130  POKE  559,58:POKE  53277, 2:REH  ENABLE  PLAYERS 

140  POKE  542 79, 240: REM  USE  ROM  FOR  PLAYER  DATA 

145  POKE  53248, 80: REM  CENTERED  PLAYER 

150  POKE  53278, 0:REM  CLEAR  COLLISION  REGISTERS 

160  POKE  623, 65: REM  ENABLE  GTIA,  IF  IT  EXISTS 

170  POKE  20, 0 

180  IF  PEEK(20><2  THEN  180 

190  POKE  623,1: REM  DISABLE  GTIA 

200  POKE  559,34:POKE  53277, 0:REM  TURN  OFF 

PLAYERS 

210  FOR  A=S3261  TO  53265:P0KE  A,0:NEXT  A:REM 

(AND  PLAYER  DATA) 

220  IF  PEEK(53252)  THEN  PRINT  "SORRY,  ONLY  A 

CTIA":GQTO  240 

230  PRINT  "AHAl  A  GTIA." 

240  END 

First  of  all,  to  give  credit  where  it  is  due,  I  should 
mention  that  I  was  inspired  to  try  this  by  a  remark 
I  read  in  one  of  Craig  Chamberlain's  articles  in 
theM.y4.C.£.  newsletter  (Michigan  Atari  Com- 
puter Enthusiasts,  in  the  Detroit  area).  Portions 
of  that  article  were  also  reprinted  recently  in 
COMPUTE!. 

But  let's  now  discuss  the  program.  First,  we 
must  explain  why  and  how  it  works:  there  is  no 
way  to  inquire  of  the  chip  itself  which  it  is.  Even 
the  operating  system  does  not  know  which  is 
installed.  But ....  (There /jarf  to  be  a  "but,"  or  there 
wouldn't  be  this  article.) 

There  are  a  few  subtle  differences  between 
how  the  two  chips  view  players  and  missiles.  In 
particular,  the  GTIA  doesn't  believe  that  players 
can  collide  with  "printed"  characters,  so  it  never 
reports  such  a  collision.  The  CTIA,  though,  con- 


siders a  character  to  be  just  another  kind  of 
COLORed  (and  SETCOLORed)  display. 

The  first  thing  our  listing  does  is  insure  that 
w^e  have  some  mode  zero  characters  on  the  screen 
(lines  100  -  120).  Then  we  enable  the  player  DMA 
and  the  players  themselves  (line  130).  And  we  tell 
the  chips  that  the  player  data  memory  is  smack  in 
the  middle  of  the  ROMs!  (Why?  To  insure  that 
lots  of  data  bits  will  be  on,  forcing  lots  of  collisions 
between  the  player  and  the  playfield  screen 
characters.) 

With  line  145,  we  place  the  player  somewhere 
left  of  the  center  of  the  screen,  insuring  that  it  will 
collide  with  our  printed  message.  Then,  after 
clearing  the  collision  registers  (to  insure  that  the 
later  results  will  be  vaUd),  we  enable  the  special 
modes  of  the  GTIA  (lines  150  and  160). 

We  wait  for  at  least  one  full  screen  scan  (lines 
170  and  180),  to  be  sure  that  the  collision  will 
"take"  (if  it's  going  to).  Then  we  turn  everything 
back  off  again  (lines  190  -  210). 

Finally,  we  inspect  the  collision  register  for 
player  zero.  If  a  collision  did  occur,  it  must  be 
because  the  older  CTIA  was  installed.  If  no  colli- 
sion occurred,  we  presume  that  we  have  a  GTIA. 

All  of  this  is  a  little  complicated,  but  I  sincerely 
hope  that  some  of  you  game  developers  out  there 
will  start  designing  some  good  GTlA-based 
games,  now  that  you  can  have  them  modify  them- 
selves for  the  CTIA  owner. 

A  Few  Abbrev'd  REMs.  Period. 

In  his  article  on  "The  Atari  Wedge"  (in  the 
November  1982  COMPUTE!),  Charles  Brannon 
mentions  that  BASIC  treats  a  line  beginning  with 
a  period  as  a  REMark,  claiming  that  it  is  a  lucky 
fluke.  Well,  it  really  isn't  a  fluke.  It's  just  one  of 
those  things  that  got  designed  into  Atari  BASIC 
and  then  forgotten  about. 

The  rule  for  using  abbreviations  in  Atari 
BASIC  (and  BASIC  A  + ,  naturally)  is  fairly  simple: 
when  a  statement  begins  with  an  abbreviation 
(any  alphabetic  characters  followed  by  a  period), 
BASIC  searches  the  keyword  name  table  for  the 
first  statement  name  which  matches  the  abbrevia- 
tion, starting  at  the  first  character  of  the  abbreviation 
and  ending  at  the  period. 

This  means,  for  example,  that  "L."  will  match 
"LIST"  only  because  LIST  is  the  first  word  in  the 

Januorv.1983    COMPVIK    171 


keyword  name  table  that  begins  with  an  "L".  If 
"LET"  had  been  placed  before  "LIST"  in  this  table, 
then  "L."  would  have  been  interpreted  as  a  LET 
statement.  Boy,  aren't  we  lucky  that  LIST  comes 
before  LET! 

Luck  had  nothing  to  do  with  it.  The  order  of 
those  keywords  was  carefully  chosen  to  provide 
the  maximum  usability  of  the  shortest  abbrevia- 
tions. (Actually,  I  now  believe  that  there  are  a  few 
variations  in  the  order  that  might  be  more  useful; 
but  remember  that  the  order  was  set  by  intuition, 
not  experience,  since  the  language  didn't  then 
actually  exist.) 

Anyway,  Atari  had  asked  for  a  very  short 
abbreviation  for  REMark  statements  (e.g.,  "!",  as 
is  used  by  most  Microsoft  BASICs).  But  what  could 
be  shorter  than  a  single  period?  It's  even  easier  to 
use  than  "!"  (no  shift  key  needed).  How  to  pro- 
duce that  result?  Trivial!  Place  REM  as  the  first 
statement  name  in  the  keyword  table. 

So  try  it  sometime.  Why  type  in  three  charac- 
ters ("REM")  when  one  will  do?  Of  course,  be- 
cause of  the  tokenizing  nature  of  Atari  BASIC, 
any  abbreviated  statement(s)  are  LISTed  in  their 
full  form.  So  "."  will  be  LISTed  as  "REM". 

And  a  P.S.  for  those  of  you  into  BASIC  inter- 
nals: note  that  this  implies  that  the  token  value 
for  REM  must  be  zero,  since  the  token  values  relate 
directly  to  the  order  of  the  names  in  the  keyword 
table. 

Page  6  Preached  Again 

I  kind  of  promised  myself  that  1  would  get  down 
off  my  soap  box  this  month  and  quit  ranting  and 
raving.  But  I  couldn't  go  one  whole  column  with- 
out a  little  preaching,  could  I? 

Staif  out  of  page  6!  I  can't  believe  it!  It  seems 
that  every  other  article  and/or  utility  program 
and/or  device  driver  that  I  run  across  wants  to 
place  itself  in  page  6  (memory  locations  $600  to 
$6FF,  1536  to  1791  decimal).  U  won't  workl 

How  can  I  possibly  install  a  printer  driver  in 
page  6  and  then  put  my  player  vertical  move 
routine  there  and  my  disk  block  input  and  output 
and  ....  Ah,  come  on,  folks.  Give  us  a  break. 

If  you  are  writing  a  complete  "system"  (a 
game,  or  data  base  program,  or  whatever),  then 
you  are  naturally  free  to  configure  memory  as 
you  wish,  including  doing  whatever  you  want  to 
page  6.  But  if  you  are  going  to  publish  a  utility  in 
a  magazine  or  include  a  device  driver  with  your 
printer  interface  board  or  do  anything  that  others 
might  use  or  modify,  please  don't  make  it  fixed- 
assembled  in  page  6.  Please. 

Besides,  it  is  )iot  true  that  BASIC  leaves  all  of 
page  6  alone.  If  you  do  an  INPUT  from  disk  (or 
cassette  or  anything  other  than  the  screen),  and  if 
the  data  you  input  exceeds  128  bytes,  BASIC  will 
use  at  least  a  portion  of  page  6  as  its  buffer.  (How- 


ever, it  is  probably  -  not  surely,  just  probably  - 
safe  to  use  memory  from  $680  to  $6FF.) 

A  little  history:  If  you  examine  your  Atari 
BASIC  reference,  you  will  find  that  there  are  two 
memory  usage  tables.  One  claims  that  all  of  page 
6  is  available  for  the  user.  The  other  claims  that 
only  the  upper  half  is  available.  In  general,  you 
should  believe  the  latter.  It  is  not  a  design  flaw  nor 
an  error  that  BASIC  sometimes  uses  the  bottom 
half  of  page  6.  It  is  necessary  and  documented. 

I  think  it  was  someone  at  Atari  (my  rumor 
sources  say  Chris  Crawford,  but  this  is  uncon- 
firmed) who  began  using  all  of  page  6  for  assembly 
language  routines.  And,  as  I  stated  above,  there 
is  really  nothing  wrong  with  doing  so  within  a 
"closed"  environment  (where  you  write  all  the 
software,  both  BASIC  and  assembler),  just  don't 
do  it  for  public  consumption. 

So  what  should  you  do,  instead?  The  best 
solution  is  to  write  self-relocatable  code  and  load 
it  wherever  there  is  free  memory  (e.g.,  in  a  BASIC 
string).  (Showing  how  to  write  self-relocatable 
code  might  be  an  instructive  article,  in  and  of  itself . 
Any  takers?) 

The  second  best  solution  is  to  perform  my 
favorite  trick:  place  your  code  at  LOMEM  and 
move  LOMEM  up.  Even  here,  though,  it  is  best 
to  use  relocatable  code,  so  you  can  run  under  a 
variety  of  operating  system  configurations  and 
varying  heights  of  LOMEM  (as  I  documented  in 
last  month's  column). 

And,  last  but  not  least,  I  have  some  good, 
practical  (and  a  little  bit  selfish)  reasons  for  avoid- 
ing page  6:  BASIC  AH-  uses  a  good  portion  of  it 
($610  through  $642,  actually).  Does  that  make  us 
a  villain?  Perhaps  a  little,  to  the  article  writers. 
But  we  aren't  that  terrible:  I  understand  that  Micro- 
soft BASIC  uses  all  of  page  6.  And  who  khows 
what  other  languages  and  operating  systems  and 
peripheral  devices  and  whatever  will  also  use 
page  6?  Why  complicate  both  your  and  others' 
lives  by  putting  your  routines  there  also? 

Some  FORTH-Right  Comments 

I  received  a  very  well  written  and  thought-out 
letter  from  Steven  Weston,  of  Del  Mar,  California, 
regarding  the  benchmarks  I  reported  in  my  Sep- 
tember 1982  column.  Mr.  Weston  shares  the  pre- 
dilections of  some  others,  considering  FORTH  to 
have  been  slighted  in  that  column  (and  in  the 
following  one,  I  presume). 

First,  I  should  like  to  report  that  he  translated 
the  BASIC  benchmark  to  FORTH  and  obtained  a 
time  of  a  Httle  under  118  seconds.  Which  is  inter- 
esting, since  ValFORTH  (the  version  he  used) 
makes  use  of  the  Atari  floahng  point  routines,  I 
believe.  So  why  should  it  be  slower  than  Atari 
BASIC?  If  I  were  guessing  (which  means  I'm  about 


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to  take  a  flyer),  I  would  presume  that  the  floating 
point  words  for  ValFORTH  are  written  in  FORTH 
words,  instead  of  being  written  as  low-level  (as- 
sembly language)  words.  The  very  operation  of 
stacking  and  unstacking  the  floating  point  num- 
bers must  then  be  relatively  slow  and  painstaking. 

If  this  is  indeed  true,  then  my  comment  is  a 
positive  one:  the  FORTH  user  indeed  has  the 
choice  of  implementing  "commands"  (words) 
either  way,  with  other  FORTH  words  or  with 
assembly  language.  This  flexibility  is  poorly  sup- 
ported by  most  other  languages.  (Although  many 
C  compiler  implementations  come  close  to  having 
such  accessible  assembly  code.  C/65  funcHons,  for 
example,  need  very  little  overhead  in  the  assembly 
language  code  to  "unstack"  their  parameters.) 
Want  a  faster  FORTH  instead  of  a  smaller  one? 
Recede  some  routines  in  assembly  language. 

What  Benchmarks  Really  Test 

Before  going  on  to  the  second  point  of  Mr.  Wes- 
ton's letter,  1  should  like  to  note  that  I  feel  that 
perhaps  he  (and  many  other  readers)  missed  part 
of  the  point  of  the  benchmarks:  I  was  really  trying 
to  show  how  useless  any  one  benchmark  is,  since 
it  is  so  easy  to  dream  up  benchmarks  which  show 
off  the  best  features  of  a  given  language.  I  would 
be  hard  pressed  to  construct  even  a  set  of  ten 
benchmarks  which  would  adequately  compare 
languages. 

And  even  if  I  thought  I  succeeded,  how  much 
is  the  human  interface  to  a  language  worth?  PILOT 
is  still  the  easiest  language  on  the  Atari  to  learn 
and  interface  to.  By  definilion,  it  therefore  out- 
benchmarks  every  other  language  for  beginners. 
But  would  anyone  seriously  propose  using  PILOT 
for  generating  prime  numbers?  I  think  not.  Bench- 
marks are  usually  worth  the  paper  they  are  printed 
on  and  no  more. 

So  now  to  Mr.  Weston's  second  point.  I  quote: 
"...the  bottom  line  on  languages  is  to  use  that 
language  which  is  best  suited  to  the  task.  [With 
Atari  BASIC]  the  lack  of  integer  based  math  is  a 
serious  deficiency  which  can  preclude  its  use  by 
professional  software  authors."  He  goes  on  to  ask 
why  I  don't  provide  a  "toolbox"  of  integer  math 
routines  to  be  interfaced  to  Atari  BASIC  "instead 
of  defending  an  inadequate  situation." 

Well.  Kudos  and  jibes  all  in  one  it  seems. 
Anyway,  he  is  absolutely  right:  pick  the  language 
that  fits  the  job  instead  of  making  the  job  fit  the 
language.  You  will  remember,  I  hope,  that  in  a 
recent  column  I  mentioned  that  I  collect  languages 
like  some  people  collect  games.  I  keep  hoping  to 
find  one  that  will  be  useful  to  me. 

But  now  let  me  disagree  a  little  on  a  couple  of 
points.  And  I  do  so  because  I  have  received  too 


many  comments  in  this  same  vein.  (1)  Integer 
math  is  >wt  needed  by  all  "professional  software 
authors."  The  person  writing  a  financial  package 
needs  integer  math  about  as  much  as  the  game 
writer  needs  floating  point.  If  you  need  integer 
math,  choose  a  language  which  supports  it.  (2) 
BASIC  is,  unfortunately,  a  non-extensible  lan- 
guage. Sure,  we  could  put  integer  math  routines 
in  memory  somewhere  and  use  them  from  BASIC. 
But  BASIC  would  sHlI  insist  on  thinking  of  its 
variables  and  constants  as  floating  point,  and  the 
conversion  time  (from  floating  point  to  integer  to 
floating  point,  ad  nauseam)  would  wipe  out  all 
speed  advantages  gained.  (3)  I  don't  think  Atari 
BASIC  is  an  "inadequate  situation."  Sure,  I  think 
there  are  other  solutions.  Why  else  would  our 
company  produce  languages  such  as  BASIC  A  + 
and  C/65  (and  probably  more  to  come)?  But  "in- 
adequate"? I  think  not,  if  it  is  used  for  and  how  it 
was  meant  to  be  used.  (If  anything  is  inadequate, 
it  is  the  6502  microprocessor,  which  does  not  lend 
itself  to  the  implementation  of  powerful  language 
compilers.) 

But,  if  you  are  a  beginner,  don't  let  anyone 
(including  me)  pressure  you  into  trying  to  learn  a 
new  language  before  you  are  ready.  It  is  true  that 
you  are  not  going  to  write  "Super  Invading  Pack- 
ers with  Tronic  Fighters"  with  Atari  BASIC.  But 
just  look  at  what  you  can  write!  Ten  years  ago,  a 
computer  fanatic  would  have  sacrificed  his  left 
thumb  for  what  we  now  take  for  granted.  Seven 
short  years  ago,  the  "hot"  computer  game  that 
everybody  was  rewriting  (to  make  it  fit  in  their 
expanded  memory  8K  byte  gigantic  machine)  was 
Wumpus.  Today,  I  seldom  see  a  published  pro- 
gram  that  doesn't  make  Wumpus  look  like  some- 
thing out  of  the  dark  ages.  Hang  in  there,  folks, 
you  ain't  seen  nuthin'  yet. 


The  New  BASIC  Standard? 

Well,  1  finally  got  time  to  take  a  long,  hard  look  at 
the  new  ANSI  BASIC  specification.  Whew!  I  think 
the  tower  of  Babel  must  have  seemed  organized 
by  comparison.  Even  ADA  and  PL/1  look  like 
closely  designed  languages  compared  to  ANSI 
BASIC.  I  think  that  the  rule  in  designing  it  was 
"If  someone  wants  it,  let's  put  it  in." 

You  certainly  won't  see  any  microcomputer 
interpreter  implementations  of  it  in  the  near  fu- 
ture. 1  estimate  it  would  take  over  80K  bytes  of  Z- 
80  code  to  do  it  (which  translates  to  maybe  lOOK 
to  120K  of  6502  code).  It  is  definitely  designed  to 
be  compiled,  not  interpreted,  and  then  only  by 
big  machines. 

The  error  descriptions  alone  would  take  a 
few  kilobytes  (and  they  are  required!).  And  what 
do  lines  like  the  following  mean? 


t74     COMPOIH     Jonuorv.W63 


MAGIC  MAIL* 


AneiniinfNcwUjtjibjwMuiliniijmJPsrwuiiJlInliirmjtionSjiiicmfciryourAiaTiflODiyTiai" 
Perutat\  Cumpuici.  Never  Ivrnri'  hate  iill  iheu^  Iit-jEijii^s  batt  ilrbi|{niK4.  ii^iu  j  ilnjtld  M^ailinif  und 
InCormilwn  Syilcrtl.  W  'i4\y  lu  uk  «rd  mi  puwciful 

COMPARE  THESE  FEATURES: 


Area  Coik".  Phom;  Number.  Binhdjy  (RL'tl/y). 
jnd  hnXry  Zype 


•      Up  lo  \on  tcvufd^  per  Di^lietic' 


Leu  ihjn  I  wcHnJ  Sc^ixh  Time  o 


■rlSV  ihl  juoi  [Jjij.  .ind  '-I  i^vfifidi  ( 


till  Uiiil  S!  J'AKAn   jeJ  MMOIT.  Hk-^  pi:rTni(ic>J  per  niikcii*: 

S<n^  or  Uouhic  Otfk  Onte  C^p^hility 

BuMi  ii\SORT.^<pihl^al:'^ninj  ANY  Oau  Fild  hy  ANY  Fif  Ld  with  up  lalO  &jh- 

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ttcx-nrdf'iJ  an  titgti'Quii;i>  Vribilam  I>iv1(«tie« 
t^try  l>ivW!lr  Prc-lnted  ri>r  b^^l  S«Ltiir>  jnd  ro-unlinj  liitrgnr) 
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Print  Stn^C-»i[t|h  Mjiling  Ljbcl«  {>r  DirrcUiN  LiUDh^ 
ion  M*chint  Lifl|;u*fc 
Ih  K.  MLnimuin  Memory 

■«l  I)4>  Hu|<:r  PiuinLihii 


CjH  . 


«nlr  for  h  RLE:  .iJJilion. 


■MALUC  MA]Lii  »  Ir4i^miTkot  A  UlTaSTTER  Sofiv-i 
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A  True  Story 


Not  so  long  ago,  there 
was  a  kingdom  called  US. 
All  of  US  had  been  happy 
until  one  day  they  were 
attacked  by  the 
neighboring  kingdom  of 
Bad  Games  .  .  .  which 
rendered  all  of  US  bored. 

East  of  US  there 
fortunately  lived 
and  imaginative 
named  NEXA. 
With  his  magical 
powers,  NEXA 
created 
two  games 
for  US. 
There  was 
SUPERBOWL  K 
FOOTBALL      f 
(Atari  400/800 
w/  48K  and  IBM 
PC)  with 
pro  'ball  punch. 
And  then  there  was 
DELTA  SQUADRON 
(Apple  II  64K  w/DOS 
3.3),  launching  US 
light  years  ahead  into 
the  heart  of  a  sizzling 
starbase  attack. 

X-citing,  X-plosive, 
and  X-emplary  new 
games.  The  Bad  Game. 
Just  couldn  't  compare 
with  the  powers  of 
NEXA. 

And  so  in  the  end,  all 
of  US  played  happily 
ever  after.  (Fortunately 
for  us,  NEXA  created  7 
other  games  that  year.) 

NEXA  CORPORATION 

P  O  BOX  3^66  Mn  Fr^ncisCO.  CA  9fl136-M6a 


MAT  PRINT  #N,  SAME,  IF  THERE  EXIT  FOR:  A$; 
B$,C 

ASK  #3:  access  outin,  organization  org$,  reclype 
internal,  pointer  p$ 

I  am  disappointed.  I  had  hoped  that  the  committee 
would  distill  the  best  of  the  various  BASICs  and 
come  up  with  a  somewhat  enhanced  version  of 
the  original  ANSI  standard  BASIC.  Instead,  they 
seem  to  have  distilled  out  the  biggest  features  of 
the  biggest  BASICs  they  can  find.  And  who  will 
use  the  standard?  Not  the  micros.  (At  least  not  in 
the  near  future.  I  understand  that  Microsoft's 
representative  on  the  committee  dropped  out. 
From  frustration?  I  would  have.)  Not  those  who 
need  to  contract  with  the  government.  (Soon, 
you  will  have  to  use  ADA  if  you  work  with  the 
defense  department  and  various  allied  agencies.) 
Not  the  big  business  computer  users.  (They  can't 
afford  to  go  from  COBOL,  a  clumsy  but  eminently 
maintainable  language,  to  a  BASIC  as  kludged  up 
by  the  committee,  with  a  lack  of  the  data  structures 
that  made  COBOL  successful.) 

I  guess  I  believed  that  the  only  BASIC  users 
that  would  be  left  in  a  few  years  would  be  the 
hobbyists  and  the  time-sharing  companies.  Now, 
I  think  the  only  ANSI  BASIC  users  will  be  the 
time-sharing  companies.  Maybe. 

As  much  as  I  disagree  with  much  of  what 
Microsoft  has  done,  I  would  rather  have  seen 
Microsoft  BASIC  (version  5,  on  the  CP/M 
machines)  become  the  standard  than  the 
hodgepodge  the  ANSI  committee  has  selected. 
ANSI,  on  a  scale  of  10, 1  give  you  a  2. 

The  New  Atari  Computers 

Perhaps  by  the  time  you  read  this,  the  new  Atari 
computers  will  be  on  display  at  the  Consumer 
Electronics  Show  (early  January,  in  Las  Vegas). 
Don't  expect  any  real  surprises.  I  expect  to  hear  of 
a  64K  machine  (with  no  software  to  take  advantage 
of  the  extra  16K).  And  probably  a  low-end  16K 
machine. 

Obviously,  Atari  needs  to  get  in  there  and 
fight  with  Commodore,  both  on  price  and  fea- 
tures. Price  is  easy.  Features?  Well,  if  Commodore 
follows  through  as  they  claim  they  will,  it  could 
be  a  tough  fight.  And  I  think  the  400  replacement 
might  outstrip  the  VIC-20. 1  guess  I  should  note 
that  I  am  not  as  much  of  an  Atari  loyalist  as  this 
paragraph  makes  me  sound.  It's  just  that  I  like  a 
good,  competitive  race.  The  consumer  is  bound 
to  win. 

Oh,  yes,  one  more  thing.  No  more  right-hand 
cartridge  slot  in  the  new  machines.  And  no  mem- 
ory board  slots  at  all.  Ouch?  I  don't  know.  I  hope 
there  will  be  a  good  way  to  expand  the  new 
machines,  but  we  will  all  have  to  wait  to  see  what 
it  is. 


Basically  BASIC 

All  this  talk  about  benchmarks  and  ANSI  BASIC 
has  made  me  regain  interest  in  a  project  I  thought 
of  doing  a  while  back.  So,  starting  next  month, 
we  will  begin  writing  a  BASIC  interpreter  right 
here  in  this  column.  And  we  will  write  it  in  BASIC. 
Interested?  I  am.  @ 


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TELECOMMUNICATIONS 


Michael  Day 


Computers 
And  Communication 


Like  the  brains  of  animals,  computers  have  evolved 
from  dedicated,  single-mindedness  into  general-purpose 
information  processors.  This  month's  column  takes  us 
through  a  brief  survey  of  the  changes  in  the  capabilities 
of  micro-,  mini-,  and  mainframe  computers,  concluding 
zvith  hoio  telecommunications  are  generally  used  with 
each  type  of  computer . 


When  computers  were  first  introduced,  they  were 
designed  and  wired  to  perform  a  particular  job. 
When  the  job  was  done,  either  it  was  performed 
again  with  new  information  inserted,  or  thie  com- 
puter was  rebuilt  to  run  a  different  job.  A  patch 
board  reprogrammed  the  computer  by  recon- 
figuring the  way  the  hardware  was  put  together. 
Such  reprogramming  was  necessary  because  there 
was  just  not  enough  memory  available  to  hold 
both  the  program  and  data  at  the  same  time.  (IK 
of  memory  was  a  lot  back  then.) 

Batch  Processing 

Later,  as  the  available  memor}'  size  increased  (to 
a  whole  4K),  software  programmable  machines 
were  built.  This  improvement  allowed  the 
machine  to  be  automatically  "built"  by  the  same 
mechanism  that  was  used  to  load  the  data  into 
the  machine.  Since  most  of  the  time  spent  on  the 
computer  was  in  "building"  it  for  the  particular 
job  at  hand,  this  improvement  also  permitted  an 
interesting  approach  to  processing,  called  hatch 
processing. 

Batch  processing  involves  loading  the  pro- 
gram and  data  into  the  machine  from  a  mass  stor- 
age device  (usually  a  tape  drive)  and  running  the 
program.  The  results  are  then  saved  (printed,  put 
back  on  the  tape  or  on  punch  cards).  The  program 
and  data  are  then  purged  from  the  system,  and  a 
new  program/data  job  is  loaded  into  the  machine. 
Batch  processing  helped  increase  the  popularity 
of  these  very  expensive  machines.  But  they  re- 

178     COMPVTl!     Jonuaiv,1983 


quired  intensive  use  to  make  them  worth  the 

cost. 

Using  The  Computer's  Time 

As  computer  costs  increased,  even  batch  pro- 
cessing was  insufficient  to  offset  the  costs  of  the 
computer.  Analysis  of  computer  operations 
showed  that  much  of  the  computer's  time  was 
spent  waiting  for  information  to  be  given  to  it.  If 
the  computer  could  be  subdivided  into  individu- 
ally operating  parts  (or  subproccssors),  it  would  be 
possible  to  request  the  information  from  a  slow 
external  device,  such  as  a  tape  drive,  and  while 
the  information  was  being  retrieved,  another  job 
could  be  loaded  into  the  computer  and  operated 
on.  The  processor  could  later  return  to  the  original 
job  and  finish  it. 

Eliminating  the  computer's  inactive  or  waiting 
times  greatly  contributed  to  the  efficient  utilization 
of  the  computer.  By  sharing  the  computer's  re- 
sources, several  different  jobs  could  run  at  the 
same  time.  Careful  control  of  access  to  the  various 
parts  of  the  system  could  actually  make  the  com- 
puter work  like  several  different  computers  at  the 
same  time.  Several  users  could  therefore  use  the 
computer  without  interfering  with  or  being  aware 
of  each  other.  This  brought  into  being  time-share 
computers.  Since  a  user  seldom  uses  the  system 
continuously,  someone  else  could  use  it  when  it 
would  otherwise  be  idle. 

Patterns  Of  Development 

When  the  minicomputer  (bigger  than  a  "micro," 
smaller  than  a  "mainframe")  came  into  being,  it 
went  through  the  same  sequence  of  development. 
It  started  out  as  a  computer  designed  to  solve  a 
particular  problem  and  developed  into  a  general 
purpose  machine.  The  difference:  by  the  time  the 
minicomputer  was  developed,  it  was  cheaper  to 
design  it  to  be  program-controlled  rather  than  to 
have  fixed  control.  This  was  true  because  many 
parts  of  the  machine  could  be  shared  by  many 
parts  of  the  program.  Because  it  was  not  necessary 


to  have  individual  parts  available  for  each  action 
the  computer  performed,  the  computer  could 
actually  "rebuild"  itself  on  the  fly. 

The  result  was  a  shift  from  the  mainframe 
concept  of  computing.  Since  large  mainframe 
computers  operate  best  where  there  are  large 
chunks  of  data  to  be  processed,  they  tend  to  be 
run  mostly  as  batch  processing  machines  where 
an  entire  job,  or  a  large  portion  of  it,  is  operated 
on  before  moving  on  to  something  else.  The 
minicomputer,  however,  is  more  suitable  to  ap- 
plications where  the  job  requirements  are  varied 
and  rapidly  shifting.  They  are  thus  most  often 
found  in  time-share  applications  where  the  ability 
to  handle  a  large  number  of  jobs  simultaneously 
is  more  important  than  the  actual  processing  time. 
The  minicomputer  can't  meet  the  raw  crunch 
power  of  the  mainframe,  but  it  surpasses  the  main- 
frame in  adaptability. 

A  Rapid  Change  In  Microcomputers 

When  the  microcomputer  came  along,  again  the 
same  development  pattern  was  followed.  Like 
the  mainframes  and  minicomputers,  the  micro- 
computer was  initially  developed  for  single-job 
applications.  But  it  moved  on  to  more  generalized 
applications  more  rapidly  than  either  of  the  other 
computers.  Since  the  microcomputer  was  de- 
veloped as  a  result  of  Large  Scale  Integration  (LSI 
chips),  the  computers  could  be  created  at  a  very 
low  development  cost  and  an  unbelievably  low 
production  cost. 

The  microcomputer  too  does  not  have  the 
crunch  power  of  the  mainframe,  nor  does  it  have 
the  adaptability  of  the  mini.  What  it  does  have  is 
low  cost  of  implementation,  which  makes  it  the 
first  computer  ideally  suited  to  fixed  job  applica- 
tions. Some  of  these  applications  are  found  in  the 
calculator,  smart  thermostats,  microwave  oven 
controllers,  etc. 

In  between  these  fixed  applications  and  the 
minicomputer  are  the  high  level  microcomputers 
(which  are  coming  to  be  called  personal  com- 
puters). These  computers,  though  sometimes  not 
suitable  to  the  rapidly  changing  job  environment 
of  the  mini,  do  have  general  processing 
capabilities.  This  makes  them  ideal  for  personal 
computing  since  only  a  single  job  generally  needs 
to  be  run  at  one  time,  but  the  types  of  jobs  that 
the  computer  is  required  to  perform  are  varied. 

Telecommunications  Needs 

You  might  be  wondering,  "That's  all  ver}'  fine,  but 
what  has  this  got  to  do  with  telecommunications?" 
Actually,  there  is  a  very  definite  relationship 
between  the  type  of  computer  and  its  needs  in 
telecommunications.  Large  mainframes  seldom 
need  extensive  telecommunications.  When  they 


do  have  such  a  need,  it  generally  involves  special 
communication  circuits  designed  specifically  for 
the  computer  system,  such  as  airline  or  hotel  re- 
servation systems,  or  banking  systems.  Minicom- 
puters, because  they  are  highly  adaptive,  tend  to 
use  a  wide  variety  of  communications  capabilities. 
Examples  are  the  many  time-share  systems  and 
service  bureaus. 

Microcomputers,  as  opposed  to  personal  com- 
puters, generally  don't  have  a  need  for  telecom- 
munications. When  they  do,  the  telecommunica- 
tions tend  to  be  specific  to  the  device  or  applica- 
tion. In  fact,  in  some  applications,  the  microcom- 
puter is  the  communications  device,  as  it  is  with 
some  of  the  high-powered  modems  available. 

Finally,  with  the  personal  computer,  com- 
munications vary  depending  on  the  use  to  which 
the  computer  is  put.  Generally,  the  application 
consists  of  machine  to  machine  communications 
between  users  or  connection  to  a  large  data  base 
service  like  Micronet  or  The  Source. 

These  are  only  generalizations,  of  course, 
and  it  is  quite  easv  to  find  exceptions  to  the  rule. 
You  can  find  microcomputers  handling  multiple 
communications  devices,  and  fully  dedicated 
minicomputers  that  have  no  outside  communica- 
tions at  all.  As  a  general  rule,  however,  these  basic 
patterns  prevail.  © 


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Jarvijaiv.1983     COMPU1B     179 


MACHINE  LANGUAGE 


Jim  Butterfleld,  Associate  Editor 


Speed  Demon 


Machine  language  programs  are  fast.  So  fast,  in 
fact,  tiiat  for  many  applications  we  can  consider 
them  to  be  instantaneous.  That's  good,  of  course, 
but  sometimes  we  have  to  take  steps  to  restrain 
the  program's  speed. 

The  first  moon  lander  program  that  I  wrote 
was  carefully  coded,  and  the  calculations  were 
carefully  checked  to  see  that  they  were  correct.  1 
was  rather  taken  aback  to  discover  that  the  instant 
I  pressed  GO  I  found  myself  crashed  on  the  lunar 
surface.  All  the  calculations  had  taken  place  cor- 
rectly, but  everything  worked  too  fast. 

Waiting  For  The  World 

In  most  cases,  your  machine  language  program  is 
controlled  by  the  speed  of  external  events.  If 
you're  waiting  for  a  user  to  type  a  line  at  the 
keyboard,  chances  are  that  machine  language  is 
running  at  about  a  ten  thousandth  of  its  potential 
speed.  It  can  do  nothing  until  the  next  key  is 
pressed;  and  chances  are  that  it  will  do  little  until 
a  line  has  been  completed  by  pressing  the  RE- 
TURN (or  ENTER)  key. 

Even  when  we're  not  waiting  for  the  operator, 
we  are  usually  waiting  for  some  external  process. 
Using  the  printer?  Your  program  will  spend  most 
of  its  time  waiting  for  the  printer  to  be  ready  for 
the  next  character.  Disk?  Same  thing.  Communi- 
cations lines  fall  into  the  same  category,  but  there's 
a  difference:  even  though  the  transfer  rate  of 
characters  to  and  from  the  communications  inter- 
face is  relatively  slow,  there  will  often  be  a  need 
to  check  it  very  frequently. 

The  result  is  that  your  program  speed  is  usu- 
ally determined  by  the  speed  of  external  events. 
In  this  case,  the  "instantaneous"  assumption  is 
quite  legitimate. 

Let's  take  another  example:  you're  printing 

180     COMPUia     JanuQlv,W83 


material  on  the  screen.  Now  you  can  deliver  char- 
acters at  blinding  speed;  but  there's  a  limit  to  how 
fast  a  user  can  read.  Better  slow  it  down,  or  your 
program  will  be  useless. 

Compute  Bound 

Programs  that  spend  most  of  their  time  waiting 
for  external  events  are  called  1/0-bound.  Sounds 
like  a  good  name  for  a  sailing  ship,  but  it  really 
means  that  if  you  could  get  a  faster  printer,  disk, 
or  whatever,  your  program  would  run  signifi- 
cantly faster.  Your  speed  is  bound  to  the  speed  of 
these  devices. 

There  are  other  programs  that  do  a  great  deal 
of  computation:  they  tend  to  be  compute-bound. 
No,  that  doesn't  mean  that  you  plan  to  submit 
them  to  your  favorite  magazine;  it  means  that  if 
you  could  calculate  faster,  you'd  get  more  work 
done.  Compute-bound  programs  are  often 
mathematical  in  nature:  to  calculate  the  millionth 
prime  number  you  won't  care  much  about  your 
printer  speed;  you  want  the  computation  to  be 
fast.  Sorting  programs  are  often  compute-bound: 
there's  a  lot  of  calculation  needed  there. 

It's  often  wise  to  think  about  your  program 
in  terms  of  its  potential:  will  it  be  I/O-bound  or 
compute-bound?  It  will  give  you  an  idea  of  where 
you  might  place  extra  effort  in  order  to  speed 
things  up. 

Slowing  Down 

There  are  many  cases  where  we  deliberately  wish 
to  slow  down  the  speed  of  a  machine  language 
program.  Animation  is  a  prime  example:  you  don't 
want  your  space  ships,  bombs,  or  cats  to  always 
travel  at  supersonic  speed.  Indeed,  if  you  used 
maximum  speed  you'd  never  see  them. 

There  are  technical  reasons  to  want  to  slow 


COMPUTEI  Back  Issues 


Here  are  some  of  the  applications,  rucorials, 
and  games  from  available  back  issues  of 
COMPinCL  Each  issue  contains  much, 
much  more  than  there's  space  here  to  list, 
but  here  are  some  highlights: 

February  1981:  Simulating PRINTUSING, 
Using  the  Atari  as  a  Terminal  for  Telecom- 
munications, Attach  a  Printer  to  the  Atari, 
Double  Density  Graphing  on  CIP,  Commo- 
dore Disk  Systems,  PET  Crash  Prevention, 
A  25  St  Apple  II  Clock. 

May  1981:  Named  GOSUB/GOTO  in 
Applesoft,  Generating  Lower  Case  Text  on 
Apple  II,  Copy  Atari  Screens  to  the  Printer, 
Disk  Directory  Printer  for  Atari,  Realtime 
Clock  on  Atari,  PET  BASIC  Delete  Utility, 
PET  Calculated  Bar  Graphs,  Running  40 
Column  Programs  on  a  CBM  8032. 

June   1981:  Computer  Using  Educators 
(CUE)  on  Software  Pricing,  Apple  II  Hires 
Character  Generator,  Ever-  expanding 
Apple  Power,  Color  Burst  for  Atari,  Mixing 
Atari  Graphics  Modes  0  and  8,  Relocating 
PET  BASIC  Programs,  An  Assembler  In 
BASIC  for  PET,  QuadraPET:  Multitasking? 

July   1981 :  Home  Heating  and  Cooling, 
Animating  Integer  BASIC  Lores  Graphics, 
The  Apple  Hires  Shape  Writer,  Adding  a 
Voice  Track  to  Atari  Programs,  Machine 
Language  Atari  Joystick  Driver,  Four  Screen 
Utilities  for  the  PET,  Saving  Machine 
Language  Programs  on  PET  Tape  Headers, 
Commodore  ROM  Systems,  The  Voracious 
Butterfly  on  OSI. 

August  1981 :  Minimize  Code  and  Maximize 
Speed,  Apple  Disk  Motor  Control,  A 
Cassette  Tape  Monitor  for  the  Apple,  Easy 
Reading  of  the  Atari  Joystick,  Blockade 
Game  for  the  Atari,  Atati  Sound  Utilit>', 
The  CBM  "Fat  40."  Keyword  for  PET,  CBM/ 
PET  Loading,  Chaining,  and  Overlaying. 

October   1981:  Automatic  DATA  State- 
ments for  CBM  and  Atari.  VIC  News, 
Undeletable  Lines  on  Apple,  PET,  VIC, 
Budgeting  on  the  Apple,  Switching  Cleanly 
from  Text  to  Graphics  on  Apple,  Atari 
Cassette  Boot-tapes,  Atari  Variable  Name 
Utility,  Atari  Program  Library,  Train  your 
PET  to  Run  VIC  Programs,  Interface  a  BSR 
Remote  Control  System  to  PET,  A  General 
Purpose  BCD  to  Binary  Routine,  Converting 
to  Fat-40  PET. 

December  1981:  Saving  Fuel  $$  (Multiple 
Computers:  versions  for  Apple,  PET,  and 
Atari),  Unscramble  Game  (multiple 
computers).  Maze  Generator  (multiple 
computers).  Animating  Applesoft  Graphics, 
A  Simple  Printer  Interface  for  the  Apple  11, 


A  Simple  Atari  Wordprocessor,  Adding 
High  Speed  Vertical  Positioning  to  Atari  P/ 
M  Graphics,  OS!  Supercursor,  A  Look  At 
SuperPET,  Supermon  for  PET/CBM,  PET 
Mine  Maze  Game. 

January  1982:  Invest  (multiple  computers), 
Developing  a  Business  Algorithm  (multiple 
computers),  Apple  Addresses,  Lowercase 
with  Unmodified  Apple,  Cryptogram  Game 
for  Atari,  Superfont:  Design  Special 
Character  Sets  on  Atari,  PET  Repairs  for 
the  Amateur,  Micromon  for  PET,  Self- 
modifying Programs  in  PET  BASIC,  Tiny- 
mon:  a  VIC  Monitor,  Vic  Color  Tips,  ViC 
Memory  Map,  ZAP:  A  VIC  Game. 

February  1982:  Insurance  Inventory 
(multiple  computers).  Musical  Transposition 
(multiple  computers),  Multitasking 
Emulator  (multiple  computers).  Disassemble 
Apple  Programs  from  BASIC,  Plotting 
Polar  Graphs  on  Apple,  Atari  P/M  Graphics 
Made  Easy,  Atari  PILOT,  Put  A  Rainbow 
in  your  Atari,  Marquee  for  PET,  PET  Disk 
Disassembler,  VIC  Paddles  and  Keyboard, 
VIC  Timekeeping. 

March   1982:  Word  Hunr  Game  (multiple 
computers),  Infinite  Precision  Multiply 
(multiple  computers).  Atari  Concenttation 
Game,  VIC  StarfightGame,  CBM  BASIC 
4.0  To  Upgrade  Conversion  Kit,  Apple 
Addresses,  VIC  Maps,  EPROM  Reliability, 
Atari  Ghost  Programming,  Atari  Machine 
Language  Sort,  Random  Music  Composition 
on  PET,  Comment  Your  Apple  II  Catalog. 

April  1982:  Track  Down  Those  Memory 
Bugs  (multiple  computers),  Shooting  Stars 
Game  (multiple  computers),  Intelligent 
Input  Subroutines  (multiple  computers), 
Ultracube  for  Atari,  Customizing  Apple  s 
Copy  Program,  Using  PET/CBM  In  The 
High  SchiK>l  Physics  Lab,  Grading  Exams 
on  a  Microcomputer  (multiple  computers), 
.Atari  Mailing  List,  Renumber  VIC  Programs 
The  Easy  Way,  Browsing  the  VIC  Chip, 
Disk  Checkout  for  PET/CBM. 

May  1982:  VIC  Meteor  Maze  Game,  Atari 
L')isk  Drive  Speed  Check,  Modifying  Apple's 
Floating  Point  BASIC.  Fast  Sort  For  PET/ 
CBM,  Extra  Atari  Colors  Through  Artifact- 
ing,  Life  Insurance  Estimator  (multiple 
computers),  PET  Screen  Input,  Getting  The 
Most  Out  Of  VIC's  5000  Bytes. 

June  1982:  Outpost  Game  (multiple  com- 
puters), Apple  Pascal  Lister,  Income  Property 
(multiple  computers),  VIC  Intelligent  Video- 
disc System,  Atari  Disk  Operating  Systems, 
PET/ Apple  Search,  A  Self-modifying  Atari 
P/M  Utility,  Use  Atari  Joysticks  with  VIC, 
VIC/PET  Prograrri  Transfers. 


July  1982:  Gold  Miner  Game  (Atari  and 
VIC),  IRA  Planner  (multiple  computers), 
Atari  Video  Graphics,  Apple  DOS  Changer, 
Super  QuadraPET,  VICOver\'iew,  Maze 
Race  (multiple  computers),  Direct  Access 
File  Editor  (PET  and  Atari),  VIC  Super 
Expander  Memory'  Map,  Using  The  6560 
Video  Interface  Chip,  PET  Compactor, 
Headless  FORTH  MetacompiLuion,  Test 
RAM  Nondestructively  (multiple  computers). 

August  1982:  The  New  Wave  Of  Personal 
Computers,  Household  Budget  Manager 
(multiple  computers).  Word  Games  (multiple 
computers),  Color  Computer  Home  Energy 
Monitor.  Intelligent  Apple  Filing  Cabinet, 
Guess  That  Animal  (multiple  computers), 
PET/CBM  Inner  BASIC,  VIC  Communica- 
tions. Keyprint  Compendium,  Animation 
With  Atari,  VIC  Curiosities,  Atari  Substring 
Search,  PET  and  VIC  Electric  Eraser. 

September  1982:  Apple  and  Atari  and  the 
Sounds  of  TRON,  Commodore  Automatic 
Disk  Boot,  VIC  Joysticks,  Three  Atari  GTIA 
Articles,  Color  Computer  Graphics,  The 
Apple  Pilot  Language,  Sprites  and  Sound  on 
the  Commodore  64,  Peripheral  Vision  Exer- 
ciser (multiple  computers).  Banish  INPUT 
Statements  (multiple  computers),  Charades 
(multiple  computers).  PET  Pointer  Sort, 
VIC  Pause,  Mapping  Machine  Language, 
Editing  Atari  BASIC  With  the  Assembler 
Cartridge,  Process  Any  Apple  Disk  File. 

Home  and  Educational  COMPUTING! 
(Fall  1981  and  Summer  1981  -  count  as  one 

hack  issue):  Exploring  The  Rainbow 
Machine,  VIC  As  Super  Calculator,  Custom 
Characters,  Alternate  Screens,  Automatic 
Line  Numbers,  Using  The  Joystick  (Spacewar 
Game),  Fast  Tape  Locater,  Window,  VIC 
Memor>'  Map. 


Back  issues  are  S3  each  or  six  for  S 1  ">. 
Price  includes  Creight  in  tlic  L'S.  Oiiisidc 
ihc  IS  arid  SI  per  iiiajfaKine  ordered  lor 
siirlacc  postage.  S4  per  niajrazinc  for  air 
mail  jmsLage.  All  back  issues  subject  to 
availability. 

In  the  Continental  US  call 

TOLL  FREE  800-334-0868 

(In  NC  Call  9 19-275-9809) 

Or  write  to  COMPUTE!  Back  Issues,  P.O. 

Box  5406,  Greensboro,  NC  27403  USA. 
Prepayment  required  in  US  funds. 
MasterCard,  Visa  and  American  Express 
accepted.  North  Carolina  Residents  add  4% 
sales  tax. 


down  certain  activities.  Some  types  of  interfaces 
want  you  to  hold  a  voltage  at  a  certain  level  for  a 
minimum  amount  of  time  before  you  take  it  away 
again.  You  may  need  to  "stall"  for  a  few  instruc- 
tions (or  a  few  dozen)  to  make  sure  that  you're 
doing  the  job  right. 

The  Stall  Loop 

The  simplest  way  to  slow  things  down  is  to  kill 
time  in  a  stall  loop.  If  you're  not  doing  anything 
else  anyway,  this  is  quite  sensible  and  easy  to  do. 
We  might  code: 


LOOP 


LDX  #$00 

DEX 

BNE  LOOP 


At  a  typical  clock  rate  of  1  Mhz  (a  million 
cycles  per  second)  the  above  routine  will  waste  a 
little  over  a  millisecond  of  time.  You  could  make 
the  time  shorter  by  changing  the  LDX  value  at  the 
start.  For  longer  delays,  you  use  a  loop  within  a 
loop: 

LDY  #$00 
LDX  #$00 
LOOP     DEX 

BNE  LOOP 

DEY 

BNE  LOOP 

This  will  waste  almost  a  third  of  a  second  as  written 
above;  change  the  LDY  to  reduce  the  delay. 

The  Timer 

If  the  time  is  moderately  long  and  you  have  other 
things  to  do,  you  may  set  the  desired  time  into  a 
timer  and  check  it  occasionally  to  see  how  the 
time  has  been  going.  Timers  are  part  of  the  inter- 
face chips  -  the  6522  VIA  has  two  of  them,  for 
example.  They  work  a  little  like  kitchen  timers: 
you  put  the  desired  time  in  and  it  runs  downward 
toward  zero,  showing  you  the  time  remaining. 
Time  runs  very  quickly  in  these,  however:  the 
maximum  time  is  often  something  like  a  fifteenth 
of  a  second.  Don't  try  to  time  a  boiled  egg  unless 
you  either  call  the  timer  many  times  or  you  like  it 
really  soft-boiled. 

When  you  have  more  than  one  event  to  time, 
it's  nevertheless  often  best  to  stay  with  just  one 
timer.  Juggling  various  timers  can  be  more  work 
than  just  setting  the  next  expected  event  into  a 
single  one.  When  you  have  numerous  different 
things  going  on,  you  can  often  still  work  by  a 
single  timer,  as  we'll  explain. 

Countdowns 

It's  often  convenient  to  have  a  single  timer,  and 
clock  all  events  on  a  "countdown"  basis.  The  timer 
can  run  at  fixed  inter\'als  -  on  the  PET,  you  can 
often  use  the  interrupt  timing  of  1/60  second  to 
clock  many  events. 

182    COMPUni    Jonuorv-l^M 


The  trick  is  this:  whenever  your  timer  signals, 
count  one  for  each  event  you  have  going.  You  can 
count  up  or  down;  but  when  you  have  counted  a 
fixed  value,  it's  time  to  handle  that  particular 
process. 

An  example:  you  have  a  game  involving 
tanks,  planes,  bombs  and  bullets  (the  usual  de- 
structive thing).  On  a  sixtieth-of-a-second  timer, 
you  might  move  a  tank  every  20  time  units;  a 
plane,  every  10  time  units;  a  bomb,  every  eight; 
and  a  bullet  every  five.  You  don't  need  a  dozen 
different  timers:  every  time  the  bullet  counter 
reaches  five,  you  move  it  to  the  next  spot  of  the 
screen  and  see  what  you've  shot  down. 

Machine  language  is  fast,  and  often  seems 
instantaneous.  It's  often  so  much  faster  than  other 
processes  in  the  computer  that  we  don't  need  to 
worry  about  speed  calculahons  at  all. 

Sometimes  machine  language  is  too  fast. 
When  that  happens,  there  are  ways  of  slowing  it 
down. 

It's  hard  to  believe  that  you  can  be  so  speed 
rich  that  you  have  to  rein  back  your  program,  but 
it  can  happen.  @ 


COMSTAR 

AATARI 

vio2a 

SOD  IWITH  4aK| 

S640 

VIC20                                     SI  89 

400  (WITH  I6K| 

280 

IBK  RAM                                    85 

410  RECORDER 

79 

CARDBOARD  |3  SLOT  EXP.|             2B 

B50  INTERFACE 

17D 

CARDBOARD  |6  SLOT  EXP|             89 

\r  MONITOR 

90 

CAROETTE  ICASSETTE  INTERFACE)     29 

AXIOM  PRINTEfl 

490 

PRINTER  INTERFACE  jSERIALj         60 

PHOWRITEfl  PRINTER 

460 

RS232C  SERIAL  INTERFACE            47 

4aK  RAM  IINTEC) 

145 

UGHTPEN                                  30 

32K  RAM  IINTECl 

75 

VIDEOPAK  WITH  iBK  [40/80  COL|     250 

ANCHOR  MODEM 

8S 

VIDEOPAK  WITH  64K  |40/80  COL|     330 

NEWPORT  PflOSTICK 

31 

VIDEO  MONITOR  CABLE                  12 

WICO  JOYSTICK 

24 

TOTLWORDPROC.  ID.T)  I3K          32 

WICB  REDBAU 

27 

TOTL  MAIUNG  LIST                        19 

WICO  TRACKBALL 

52 

VIC  FORTH  [CI                               49 

FLIP  N  FILE 

24 

HES  WRITER  {WORD  PROC)  |C|       33 

ELEPHANT  DISKS  |iO| 

24 

HES  MON  [ASSEMBLER!  [C[            33 

VOICE  BOX  [D.T) 

139 

SYNTHESOUND[MUS.SYNTH.|[C|    49 

STEREODAPTER  FOR  BOO  (26  FT) 

10 

TURTLE  GRAPHICS  [C)                    33 

VALFORTH  |D|  24K 

36 

METEOR  RUNIC]                          35 

FROGGER  jO.TI  I6K 

26 

SPIDERS  OF  MARS  [C[                    35 

TEMPLE  OF  AfSHAI  (D,T|  32K 

29 

SHAMUS  |C|                                33 

CANYON  CLIMBER  |D.T)  IBK 

23 

PROTECTOR  [C]                            35 

SUBMARINE  COMMANOER  [C] 

39 

AGGRESSOR  [C]                            33 

SHAMUSIO.TjIOK 

24 

SKIER  [T|5K                                 17 

BANDITS  ID]  4BK 

24 

MAZE  OF  MIKOR  [T|  5K                 17 

CHOPLIFTER  [D|  48K 

2S 

RICOCHET  [Tj  BK                          17 

CENTIPEDE  |C| 

34 

TANK  WARS  |T|  SK                       17 

PACMAN  [CI 

34 

VICTREK  (T|  BK                            17 

PREPPIE  1D.TI  J6K 

23 

PINBALL  |Tj  5K                            IS 

THHESHOLD  |D|  4aK 

29^ 

8K  RAM                                      60 

C     CARTRIDGE 

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COWI^tAR 

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PROGRAMMING  THE  Tl 


C.  Pegeno 


Wc  are  happy  to  loelcome  C.  Regena  and  her  iiezv, 
monthly  T1-99/4A  column  to  the  pages  0/ COMPUTE!. 

She  has  extensive  experience  in  personal  and  educational 
computing  and  has  written  numerous  articles  on  TI 
computers.  To  start  things  off,  here  is  an  overview 
of  hardware,  software,  and  miscellaneous  resources 
for  the  TL 


Welcome  to  the  world  of  the  TI-99/4A  computer! 
(This  column  is  also  addressed  to  TI-99/4  owners 
and  users,  but  since  the  "A"  is  the  newer  and 
more  plentiful  model,  I'll  refer  to  both  computers 
when  I  write  "TI-99/4A.")  For  home,  personal, 
and  educational  applications,  the  TI-99/4A  com- 
puter is  a  very  powerful  machine.  In  this  column 
I'd  like  to  illustrate  some  of  the  features  unique 
to  this  microcomputer. 

Extraordinary  Graphics  And  Sound 

Graphics.  You  may  easily  define  your  own  high- 
resolution  (detailed)  graphics  characters.  There 
are  16  colors,  and  you  may  use  all  16  on  the  screen 
at  the  same  time  in  high-resolution  graphics  (unlike 
other  computers).  You  may  also  use  text  any- 
where on  the  screen  at  the  same  time  you  use 
high  resolution  graphics.  Most  other  microcom- 
puters are  limited  when  combining  text  with 
graphics. 

Music.  You  may  play  up  to  three  notes  and 
one  noise  for  a  specified  time  using  one  statement. 
The  music  is  specified  by  a  number  which  repre- 
sents a  frequency  of  110  Hz  to  44733  Hz,  tones 
from  low  A  on  the  bass  clef  up  to  out  of  human 
hearing  range.  The  tone  may  be  between  regular 
musical  notes.  An  example  which  plays  a  three- 
note,  C-major  chord  for  three  seconds  is: 

CALLSOUND(3000,262,6,330,4,440,2) 

The  first  number  is  the  duration  in  milliseconds, 
in  this  case  3000.  The  next  numbers  are  frequency 
and  loudness  for  each  note.  You  may  also  add  a 
"frequency"  of  -1  through  -8  and  a  loudness  for 
the  noise  generator.  You  may  combine  tones 
and  noises  for  all  kinds  of  sounds  -  everything 
from  classical  music  to  sound  effects  from  outer 
space. 

Combining  music  atid  graphics.  "Computer 
choreography"  is  possible  because  other  state- 


ments (including  graphics)  may  be  executed 
while  music  is  played.  You  may  illustrate  a  song, 
for  example.  Or  if  you  have  a  game  program, 
you  may  make  calculations  while  you  are  making 
a  noise.  The  computer  will  play  music  and  ex- 
ecute statements  until  the  duration  runs  out  or 
until  the  program  comes  to  another  CALL 
SOUND  statement  with  a  positive  duration.  A 
negative  number  for  the  duration  will  start  that 
CALL  SOUND  statement  even  if  the  first  dura- 
tion has  not  finished.  Try  using  a  FOR/NEXT  loop 
to  vary  any  of  the  parameters  for  special  effects. 
Here  is  a  sample  using  just  one  tone: 

100  FOR  N=500  TO  880  STEP  20 

110  CALL  S0UND(-99,N,2) 

120  NEXT  N 

130  FOR  N=880  TO  500  STEP  -20 

140  CALL  SOUND{-99,N,2) 

150  NEXT  N 

160  GOTO  100 

Noises.  Using  negative  durations  and  combi- 
nations of  music  and  noise  numbers  for  fre- 
quency, you  can  make  all  sorts  of  synthesized 
noises.  Quite  often  with  noises  you  will  want  to 
use  a  FOR/NEXT  loop  and  vary  the  loudness 
parameter. 

Built-in  BASIC.  The  programming  language 
of  TI  BASIC  is  built  into  the  main  console  - 
nothing  extra  to  buy.  The  TI  BASIC  language  is 
an  excellent  language  for  learning  how  to  pro- 
gram, yet  it  is  powerful  enough  for  an  experi- 
enced mathematician  because  of  the  built-in 
functions. 

String  manipulations.  String  (non-number) 
manipulations  are  also  very  powerful.  Here  is  a 
sample  program  to  print  a  phrase  A$  on  the 
screen  starting  at  row  R  and  column  C: 

100FORI  =  1TOLEN(A$) 

110  CALL  HCHAR(R,C-(-l-l,ASC(SEG$(A$,I,l))) 

120  NEXT  I 

The  loop  will  go  from  1  to  the  LENgth  of  the 
phrase  A$.  String  variable  names  must  always 
end  with  a  dollar  sign.  SEG$  takes  a  SEGment  of 
the  phrase.  In  this  case  we  are  starting  at  the  left 
side  and  taking  one  letter  at  a  time.  ASC  gets  the 
ASCII  character  code  value  of  the  character  in 

JariuQtv.19B3    COMPUHI    183 


the  phrase.  CALL  HCHAR  uses  a  graphic 
method  to  place  the  character  on  the  screen  at  a 
certain  row  and  column. 

No  Variable  Name  Worries 

Variable  naming.  In  your  own  programming  on 
the  T1-99/4A  you  may  use  meaningful  variable 
names,  although  in  many  microcomputers  the 
BASIC  language  recognizes  only  two  letters  -  or  a 
letter  and  a  number  -  for  a  variable  name.  For 
example,  if  you  have  a  program  with  the  variable 
name  BLUE  and  another  variable  name  BLACK, 
other  computers  may  recognize  only  one  variable, 
BL,  but  the  TI-99/4A  knows  you  are  using  two 
variables.  You  also  do  not  have  to  worry  about 
embedded  reserved  words  in  variable  names. 

Documentation.  Two  excellent  manuals  are 
included  with  the  computer.  One  teaches  you 
programming  in  TI  BASIC.  The  manual  is  very 
easy  to  understand,  and  a  person  with  no  previous 
computer  experience  can  learn  to  program  with 
this  book.  Also  included  is  the  User's  Reference 
Manual,  which  may  cost  over  $15  for  other  com- 
puters. The  reference  manual,  which  is  in  loose- 
leaf  form,  includes  all  the  commands  along  with 
explanations  and  sample  programs. 

Plug-in  modules.  The  easiest  way  to  use  the 
TI-99/4A  is  to  insert  a  command  module  which 
contains  a  program.  Modules  are  available  for  a 
variety  of  applications.  The  variation  in  price  is 
largely  dependent  on  the  amount  of  memory  built 
into  the  module.  The  modules  actually  add  mem- 
ory to  the  computer  while  they  are  being  used. 

Speech.  Even  though  this  feature  is  not  built 
in,  I  am  going  to  include  speech  in  this  list  of 
unique  features  of  the  TI-99/4A  because  it  is  very 
easy  to  use  and  because,  if  you  purchase  six  com- 
mand modules  before  January  31,  you  can  get  the 
TI  Speech  Synthesizer  free.  The  speech  synthe- 
sizer is  a  small  box  that  attaches  to  the  side  of 
your  console.  Command  modules  are  available 
for  you  to  program  your  own  speech. 

16-bit  microprocessor.  The  TI-99/4A  uses  a  9900, 
16-bit  microprocessor,  which  offers  more  com- 
puting power  and  greater  expansion  and  config- 
uration flexibility  than  an  eight-bit  micropro- 
cessor. You  can  get  higher  numeric  precision  and 
simplified  memory  addressing. 

Programmer's  aids.  Programmers  will  enjoy 
the  easy  line  editing  features.  Various  function 
keys  allow  you  to  insert  or  delete  characters  or  to 
erase  or  clear  a  line.  There  is  also  a  TRACE  com- 
mand to  help  in  debugging. 

Another  feature  programmers  like  is  the  built- 
in  automatic  numbering.  Just  type  in  NUM,  press 
ENTER,  and  you  can  start  programming.  The  line 
numbers  start  with  100  and  automatically  incre- 
ment by  10.  You  may  specify  any  starting  number 

Jonocuv.1983 


and  increment.  NUM  5,2  will  start  with  line  5 
then  increment  by  2. 

After  you  have  programmed  and  added  or 
deleted  statements  here  and  there,  you'll  enjoy 
the  automatic  resequencing  command,  RES, 
which  will  automatically  renumber  your  state- 
ments, including  all  statement  numbers  refer- 
enced by  other  statements. 

There  is  a  lot  built  into  the  TI-99/4A,  and  I 
have  only  touched  on  some  features  this  month. 
Future  columns  will  go  into  more  detail,  and  I 
hope  to  be  able  to  answer  your  questions  and 
present  programs  and  ideas  to  help  you  really 
enjoy  your  computer. 

Since  many  readers  may  be  newTI-99/4A 
owners  and  users,  let's  also  describe  some  peripher- 
als -  hardware  you  can  add  on  to  your  basic  con- 
sole. You  may  have  noticed  that  buying  a  com- 
puter is  much  like  buying  a  house  -  you  can  buy 
the  basic  house  (computer),  but  then  you  need  to 
add  furniture  (programs  or  software)  to  make  it 
livable  (usable),  and  soon  you  want  to  make  major 
improvements  (add  peripherals). 

Using  Tiie  Cassette  Recorder 

Cassette.  Probably  one  of  the  first  items  you'll  need 
is  a  cassette  cable  to  connect  a  cassette  recorder  to 
the  computer  to  save  your  own  programs  or  to 
use  cassette  programs  available  on  a  variety  of 
subjects  and  applications.  Nearly  any  cassette 
recorder  is  acceptable;  however,  the  T1-99/4A  is 
more  critical  on  how  you  set  the  volume  control 
than  is  the  TI-99/4.  In  general,  a  battery-operated 
recorder  does  not  work  well  enough  for  accurate 
data  retrieval.  Also,  your  recorder  should  have  a 
tone  control  and  a  volume  control.  1  have  had  the 
greatest  success  using  the  Panasonic  RQ2309A 
cassette  recorder. 

Page  1-9  in  the  User's  Reference  Guide  tells  how 
to  connect  the  cassette  cable,  and  the  pages  fol- 
lowing describe  how  to  save  and  load  data  from 
modules.  Page  11-42  shows  an  example  of  how  to 
load  a  program  that  you  have  saved  or  purchased. 
Some  other  hints  for  using  the  cassette  recorder 
are: 

Turn  the  tone  control  to  the  highest  setting. 

Start  with  the  volume  about  mid-range. 

Follow  the  instructions  after  you  type  in 
OLDCSl. 

If  you  get  the  message  NO  DATA  FOUND, 
increase  the  volume. 

If  you  get  the  message  ERROR  IN  DATA, 
decrease  the  volume. 

Sometimes  a  fraction  of  a  change  in  volume 
can  make  all  the  difference  in  your  success  in 
reading  a  program.  Once  in  a  while,  if  I  alternate 


between  the  two  error  messages  at  a  volume  set- 
ting near  2  or  3,  I  turn  the  volume  to  about  8  or  9 
and  the  program  will  load. 

The  smallest  jack  of  the  cassette  cable  goes 
into  the  remote  switch  of  the  cassette  recorder  so 
the  computer  can  turn  the  recorder  on  and  off 
automatically.  If  the  recorder  does  not  turn  on 
and  off  properly,  simply  remove  the  remote  jack 
from  the  plug.  You  can  operate  the  cassette  recor- 
der manually  to  save  and  load  programs.  For  pro- 
grams using  the  cassette  recorder  for  data  entry, 
you  will  need  the  remote  capability.  An  adapter  is 
available  for  the  remote  switch. 

Disk  drives.  You  can  save  and  retrieve  data  or 
programs  on  a  diskette  much  more  quickly  than 
by  using  a  cassette  system.  The  TI-99/4A  uses 
5y4-inch,  single-sided,  soft-sectored  diskettes.  To 
connect  a  disk  drive,  you  also  need  a  disk  control- 
ler. One  disk  controller  can  handle  up  to  three 
disk  drives.  Many  business  applications  require 
two  disk  drives. 

Memory  Expansion.  The  TI  Memory  Expansion 
is  for  32K  RAM,  and  you  need  a  module  that  will 
access  it.  You  cannot  use  it  with  console  BASIC. 
Extended  BASIC  does  not  require  the  memory 
expansion  but  can  use  it.  Pascal,  TI  Logo,  and 
Editor/Assembler  require  the  memory  expansion. 

Peripheral  Box.  The  "old"  method  had  each 
peripheral  in  a  separate  "box"  connected  to  the 
computer  or  the  previous  peripheral;  each  had  its 
own  power  cord.  The  "new"  system  is  the 
peripheral  box,  which  has  its  own  power  supply 
and  slots  for  cards  for  the  RS-232  interface,  mem- 
ory expansion,  disk  controller,  P-code,  one  disk 
drive,  and  possible  future  cards. 

Monitor.  Although  the  TI-99/4A  may  be  con- 
nected to  your  regular  television  set,  Texas  In- 
struments has  a  very  attractive,  ten-inch,  color 
monitor.  The  monitor  gives  a  very  clear,  sharp 
picture  and  may  be  connected  to  other  microcom- 
puters as  well  as  the  TI-99/4A. 

Making  The  Computer  Speak 

speech.  The  TI  Speech  Synthesizer  allows  you  to 
hear  the  computer  speak  to  you.  You  will  need  a 
command  module  with  built-in  speech  to  hear 
the  computer  speak. 

To  program  your  own  speech  or  to  use  any 
cassette  or  disk  programs  that  use  speech,  you 
will  need  a  module.  Speech  Editor  and  Extended 
BASIC  have  speech  capabilities  with  a  given  list 
of  words.  Terminal  Emulator  II  allows  unlimited 
speech;  the  accompanying  documentation  gives 
you  ideas  for  programming  speech  using  this 
module.  You  may  vary  the  pitch  and  slope  and 
inflections.  You  may  use  allophones  to  create 
words,  or  you  may  have  the  computer  speak 
words  which  you  spell  phonetically. 


Telecommunications  And  Languages 

Terminal.  The  Terminal  Emulator  II  command 
module  (or  Terminal  Emulator  I,  which  does  not 
have  speech)  allows  you  to  use  your  TI-99/4A  to 
act  as  a  terminal  either  to  another  computer  or  to 
a  large  telecommunications  service.  You  will  also 
need  the  TI  RS-232  Interface  and  a  telephone 
modem. 

The  SOURCE  is  an  on-line  information  service 
from  Source  Telecomputing  Corporation.  TEX- 
NET  is  a  special  edition  of  The  SOURCE  especially 
for  the  Texas  Instruments  home  computer. 

Printer.  You  may  use  a  number  of  different 
brands  of  printers  with  your  microcomputer.  To 
connect  your  TI-99/4A  to  a  printer,  you'll  need 
the  TI  RS-232  Interface  and  a  cable  to  go  from  the 
interface  to  the  printer  (the  cable  is  usually  sold 
with  the  printer). 

RS-232.  The  RS-232  Interface  has  two  ports 
so  you  may  be  connected  to  a  modem  and  a  printer 
at  the  same  time.  An  instruction  book  comes  with 
the  RS-232  so  you'll  know  how  to  operate  the 
computer  under  different  conditions. 

Extended  BASIC.  TI  Extended  BASIC  (XBASIC) 
is  a  programming  language  contained  on  a  mod- 
ule. A  manual  (over  200  pages)  and  a  program- 
mer's reference  card  come  with  the  module.  No 
other  peripherals  are  necessary  to  use  XBASIC.  If 
a  program  has  been  written  in  XBASIC,  the 
XBASIC  module  must  be  inserted  for  the  program 
to  run.  Some  of  the  advantages  of  XBASIC  are 
multi-statement  lines,  complex  IF-THEN-ELSE 
logic,  subrouhne  and  MERGE  capabilities,  DIS- 
PLAY AT  and  PRINT  USING,  program  security 
(SAVE  protection),  speech  (with  speech  synthe- 
sizer), and  moving  sprites  with  greater  graphics 
capabilities. 

Logo.  TI  Logo  is  a  fascinating  programming 
language  designed  especially  for  young  children. 
TI  Logo  is  contained  in  a  module,  and  the  32K 
memory  expansion  is  required.  Logo  I  can  print 
using  the  TI  thermal  printer  only.  Logo  II  has 
music  and  also  RS-232  capability  so  you  can  print 
listings  on  a  regular  printer. 

Editor! Assembler.  For  machine  language  pro- 
grammers, it  requires  the  memory  expansion, 
disk  controller,  and  one  disk  drive. 

USCD  PASCAL.  This  language  requires  the 
memory  expansion,  P-code  peripheral  card,  disk 
controller,  and  at  least  one  disk  drive. 

Software 

Software.  I've  mentioned  software  (programs) 
last,  although  it's  probably  the  first  extra  purchase 
you  will  make  for  your  computer.  Software  is 
what  you  need  to  use  your  computer.  Software  is 
available  on  command  modules,  cassettes,  and 
diskettes,  and  in  a  variety  of  subjects.  Scott,  Fores- 

JonuorY,1983    COMPUTH    185 


man  educational  courseware  is  available  for  grade 
levels  kindergarten  through  eighth  grade,  Texas 
Instruments  has  several  educational  modules, 
and  other  educational  and  publishing  companies 
are  also  developing  modules  for  all  grade  levels. 

In  addition,  there  are  modules  for  all  types  of 
home  use  (budget,  finances,  decision  making, 
record  keeping)  and,  of  course,  games  from  chess 
to  soccer,  from  Hunt  the  Wumpiis  to  TJ  Invaders. 

Cassette  and  diskette  programs  are  available 
for  many  applications,  including  programs  for 
two-year-olds  learning  colors  to  sophisticated 
business  programs.  When  you  purchase,  a  soft- 
ware's documentation  should  tell  you  what 
hardware  is  required.  For  example,  much  of  the 
business  software  requires  a  printer  and  two  disk 
drives  (and  thus  the  peripheral  box,  RS-232  Inter- 
face, and  disk  controller)  plus  perhaps  the  Ex- 
tended BASIC  module  and/or  the  32K  memory 
expansion. 

Current  literature.  Texas  Instruments  sends  an 
informative  newsletter  to  all  owners  (be  sure  to 
send  in  your  registration  card).  Many  user  groups 
have  formed  which  have  their  own  newsletters 
and  catalogs.  Other  magazines  are  available  that 
support  the  TI-99/4A.  Now  COMPUTE!  will  offer 
you  a  monthly  column  dedicated  to  the  T1-99/4A, 
and  other  articles  and  programs  to  help  you  enjoy 
your  TI-99/4A  home  computer  to  the  fullest.        © 


Copy  VIC 
Disk  Files 

Roger  L.  Smith,  Mesa.  AZ 


The  "Copy  2031  Files"  program  by  G.  H.  Watson 
(COMPUTE!,  August  1982)  was  greatly  ap- 
preciated. It  was  suggested  that  the  program 
might  run  on  the  VIC-20  if  appropriate  changes 
were  made.  The  following  program  makes  those 
changes. 

The  program  will  work  with  either  VlC-1540 
or  the  new  VIC-1541  disk  drives.  However,  your 
VIC  must  have  a  3K  memory  expansion  plugged 
in  since  the  program  uses  memory  beginning  at 
the  expansion  start-of-BASIC  address  ($0400)  to 
handle  the  file  transfer. 

As  noted  in  the  original  article,  the  program 
will  handle  BASIC  program  files.  To  copy  se- 
quential files  (data  files,  ASM/TED  files),  replace 
the  appended  P  with  an  S  by  using  POKE  7672,83. 
Program  files  use  POKE  7672,80.  If  you  want  to 

186    COMPUni    January.  W83 


transfer  more  than  one  file,  you  will  have  to  type 
SYS  7354  each  time. 


500 


6  00 
634 
640 
646 
652 
658 
664 
670 
6  76 
682 
688 
694 
700 
706 
712 
718 
724 
730 
736 
742 
748 
754 
760 
766 
772 
778 
784 
790 
796 
802 
808 
814 
820 
826 
832 
838 
844 
850 
856 
862 
868 
874 
880 
886 
892 
898 
9  04 
910 
916 
922 
928 
934 
940 
946 
952 


FOR 

:POK 

ES 

SYS7 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
DATA 
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DATA 
DATA 
DATA 
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ADRES=7354T07674:READ  DATTA 
E  ACRES, DATTA:NEXT  ADR 


^bb  ,it)y  ,«,liJ,lBb,. 

2,133,185,32,192,21 

32,141,29,162,2,32 

199,242,169,4,133,: 

169,3,133,0,160,0 

32,14,242,145,0,161 

144,208,7,200,208,; 

230,1,208,240,132,! 

165,1,133,6,169,2 

32,195,255,32,204,: 

160,29,169,191,32,; 

203,32,228,255,240, 

164,183,136,169,87, 

187,32,192,255,32,: 

29,162,2,32,9,243 


1 

6 

244 
5 


255 

30 

,251 

,145 

141 


133,0 

32,122,242,165,1,1 

6,208,4,196,5,240 

14,200,208,238,230 

208,234,160,29,169, 

32,30,203,169,2,32 

195,255,169,1,32,1' 

255,32,204,255,76,: 


,1 
,228 


.2,204,255,173,240 
:01, 48, 208, 206, 173 
^9,201,48,208,199, 
204,255,96,13,70,7 
76,69,78,65,77,69 
63,32,0,13,83,87 
73,84,67,72,32,68 
73,83,75,69,84,84 
69,83,44,13,84,72 
69,78,32,72,73,84 
32,82,69,84,85,82 
78,46,13,0,13,68 
73,83,75,32,69,82 
82,79,82,32,0,0 
33, i:, 0,0, 82, 44 
80,44,246,230,1,76 


95 

116 

42 

29 

29 

,29 

,241 

32 

3 


EXTRAPOLATIONS 


Keith  Falkner 


Tap  Applesoft's  Heartbeat 


You  ca)i  use  machiue  language  routines  to  enable 
Applesoft  to  read  and  rapidly  process  incoming  data. 

Imagine  that  your  Apple  is  connected  to  some 
gizmo  which  feeds  the  Apple  some  data  rapidly. 
The  device  could  be,  for  example,  a  modem  or 
some  newfangled  digital  geiger  counter  monitor- 
ing an  atomic  reactor.  In  an  example  below,  we 
will  simulate  this  device  with  the  game  paddle 
buttons,  or,  if  you  have  no  paddles,  with  a  mere 
piece  of  wire.  The  essential  idea  is  that  the  attached 
device  offers  data  to  the  Apple  sporadically,  and 
the  data  will  be  lost  if  it  is  not  noticed  and  pro- 
cessed within  a  few  milliseconds. 

If  you  try  to  support  this  device  with  a  pro- 
gram written  in  Applesoft  BASIC,  you  will  likely 
miss  some  of  the  data  offered  by  the  device,  be- 
cause Applesoft  is  rather  slow.  Assuming  that 
such  a  problem  does  arise  and  must  be  solved, 
here's  how. 

Machine  Language  Patch 
IntoCHRGET 

Here  is  an  intriguing  exercise:  type  in  and  run  the 
listing  in  Program  1 .  If  you  type  it  correctly,  it  will 
say  "OK";  make  sure  you  fix  it  if  it  says  "OOPS." 
This  program  installs,  but  does  not  run,  three 
tiny  machine  language  routines.  Now  type  CALL 
909  and  then  run  the  program  again.  Inexplicably, 
it  will  make  an  irritating  buzz  for  the  0.37  seconds 
it  takes  to  run.  Indeed,  you  can  load  and  run  al- 
most any  Applesoft  program  and  listen  to  it  run. 

You  may  notice  that  difficult  computations 
and  lengthy  array  references  are  accompanied  by 
buzzes,  whereas  fast-running  code  such  as  FOR/ 
NEXT  loops  that  do  little  more  than  count  will 
produce  brief  musical  tones.  I  do  not  suggest  that 
this  is  a  useful  effect,  but  I  hope  it  sparks  your 
interest,  for  what  is  coming  is  a  bit  dull  and  difficult 
but  results  in  a  very  powerful  technique  which 
you  can  harness  to  produce  utterly  amazing  results 
at  zero  cost. 

By  the  way,  you  can  deactivate  the  noise- 
making  routine  and  restore  your  Apple  to  normal 


by  typing  CALL  896.  The  DOS  command  FP  is 
even  more  powerful;  issue  that  if  your  Apple 
seems  confused. 

A  Look  Into  CHRGET 

Here  is  how  the  noise  is  caused.  The  Applesoft 
interpreter  uses  a  tiny  routine  to  fetch  each  byte 
of  your  program  in  turn  as  the  program  runs.  The 
(valid)  BASIC  statement  IF  BAD  THEN  STOP  is 
stored  as  six  bytes,  specifically  the  token  for  IF, 
the  letters  B,  A,  and  D,  and  the  tokens  for  THEN 
and  STOP.  The  character-getting  routine,  which 
is  known  by  the  name  CHRGET,  will  be  invoked 
a  total  of  seven  times  to  execute  all  of  this  state- 
ment (the  token  for  THEN  is  fetched  twice,  once 
to  detect  the  end  of  the  variable  name  BAD,  and 
once  to  be  executed). 

Program  1  and  the  routine  installed  at  location 
909  introduce  a  detour  into  CHRGET  so  that  the 
Apple's  speaker  is  tweaked  each  time  a  character 
of  the  program  is  fetched.  This  of  course  makes 
the  noise  and  accounts  for  the  various  buzzes  and 
squeaks  made  by  slow-  and  fast-running  code.  To 
see  the  actual  machine  language  routine,  enter 
the  monitor  via  CALL  -151  and  enter  380L  (number 
380  followed  by  letter  L)  to  see  the  routines  at  896 
($0380),  909  ($038D),  and  922  ($039A). 

The  CHRGET  routine  starts  in  location  177 
(SOOBl),  and  can  be  listed  by  BIL  (letter  B,  digit  1, 
letter  L).  You  can  verify  if  you  wish  that  CALL 
909  installs  a  JMP  instruction  at  location  186 
($00BA),  and  CALL  896  restores  the  CMP  and 
BCS  instructions  which  belong  there.  You  can 
return  from  the  monitor  to  Applesoft  by  typing 
CTRL-C  and  pressing  RETURN. 

Now  let's  put  this  technique  to  use.  If  you 
have  game  paddles,  identify  PDL  (1)  and  skip  the 
rest  of  this  paragraph.  To  simulate  the  button  on 
PDL(l),  you  will  need  a  piece  of  slender  wire  at 
least  two  feet  long.  Solid  wire  works  better  than 
multi-strand.  Strip  about  one-eighth  inch  from 
each  end.  You  shuld  now  turfi  off  ihe  Apple  and 
open  the  cover  carefully.  Locate  the  GAME  I/O 
connector  at  coordinates  J8  on  the  motherboard, 

Januorv.WBS     COMPUR'     187 


and  stick  an  end  of  the  wire  into  hole  number 
three,  which  is  third  from  the  front  on  the  right 
side. 

Do  be  careful  with  this,  because  disaster 
awaits  you  if  you  pick  the  wrong  hole,  or  are  care- 
less with  the  other  end  of  the  wire.  Now  close  the 
cover  of  the  Apple,  letting  the  free  end  of  the  wire 
hang  down  away  from  the  computer.  Reach  under 
the  front  edge  of  the  keyboard  and  you  will  find 
the  heads  of  some  bolts.  You  will  be  touching  the 
free  end  of  that  wire  to  one  of  these  to  simulate  a 
press  of  the  button.  If  you  choose,  you  can  loosen 
one  of  these,  attach  another  piece  of  wire,  tighten 
the  bolt,  and  attach  the  two  loose  ends  of  wire  to 
any  type  of  switch,  but  this  is  not  essential.  When 
these  preparations  are  complete,  turn  the  Apple 
on  again. 

Catching  Every  Count 

Now  type  in  Program  2  and  run  it.  Please  note 
the  lengthy  loop  in  lines  130-140.  This  takes  over 
half  a  minute  to  run  and  obviously  contains  none 
of  the  PEEK  statements  necessary  to  test  for  a 
press  of  button  number  one.  Those  tests  are  done 
by  the  machine  language  routine  patched  into 
CHRGET,  at  locations  922  through  965.  When  the 
program  is  running,  press  the  button  (or  touch 
the  wire  to  the  bolt)  as  fast  as  you  can  count,  and 
you  will  find  that  the  Apple  catches  every  single 
one.  Actually,  when  you  try  to  touch  the  wire  to 
the  bolt  once,  you  almost  certainly  cause  it  to 
bounce  and  touch  the  bolt  more  than  once,  so  the 
count  will  be  higher  than  you  expect,  and  never 
lower. 

In  this  example  the  switch  was  tested  by  a 
few  instructions  in  machine  language.  This  pow- 
erful technique  is  possible  only  in  machine  lan- 
guage. Perhaps  it  is  possible  to  devise  a  routine 
that  would  permit  a  few  lines  of  BASIC  to  be  in- 
voked by  the  routine  which  interrupts  CHRGET, 
but  what  would  be  the  point?  Our  objective  here 
is  to  support  a  rapid-fire  device,  and  any  attempt 
to  do  this  in  BASIC  will,  it  is  assumed,  lead  to 
missed  data.  At  least  that  is  where  this  article 
started. 

Using  Ttie  Keyboard  Buffer 

A  totally  practical  application  of  intercepting 
CHRGET  is  a  keyboard  buffer,  except  for  one 
troublesome  detail.  From  time  to  time,  in  any 
program  which  handles  strings,  Applesoft  must 
pause  to  accomplish  "garbage  collection"  -  in 
other  words,  to  make  available  again  some  mem- 
ory which  has  been  used  for  storage  of  strings 
which  were  later  discarded.  This  process  usually 
takes  from  one  to  thirty  seconds,  but  in  an  artificial 
and  extreme  case  it  could  take  over  an  hour! 

During  "garbage  collect,"  Applesoft  is  totally 
out  of  touch  with  all  external  events,  so  the 

188    COMTOIH    jQrtua(v.19B3 


keyboard  buffering  routine  has  no  way  to  service 
the  keyboard.  Nonetheless,  the  routine  is  of 
genuine  help  when  a  speedy  typist  is  using  a  slow 
data  entry  program.  In  fact,  even  a  moderately 
slow  hunt-and-peck  typist  like  me  can  occasionally 
leave  Applesoft  behind.  With  the  buffer  running, 
I  never  lose  a  key. 

There  are  two  other  limitations.  During  pro- 
cessing of  the  LIST  command,  Applesoft  is  not 
using  CHRGET,  so  the  buffering  routine  has  no 
chance  at  the  keyboard.  Also,  when  DOS  is  active, 
all  BASIC  functions  are  inactive,  so  again  the 
keyboard  cannot  be  serviced. 

Program  3  shows  the  complete  keyboard 
buffer  program.  The  program  occupies  the  first 
512  points  of  the  BASIC  program  area,  so  it  de- 
stroys any  Applesoft  program  already  present. 

Briefly,  here  is  how  the  program  works.  A 
preliminary  test  verifies  that  Applesoft  is  active, 
for  this  program  is  inapplicable  to  Integer  BASIC. 
Next,  the  program  sees  if  the  beginning-of-BASIC 
pointer  has  been  altered  to  $0A01  (from  the  usual 
S0801).  If  so,  a  warm  start  is  done,  retaining  the 
current  Applesoft  program;  if  not,  the  pointer  is 
so  altered,  and  the  new  routine  of  Applesoft  is 
called.  Then  the  "patch"  to  CHRGET  is  made,  as 
in  Programs  1  and  2. 

The  next  step  is  a  connection  to  the  keyboard- 
servicing  routine  at  the  "hook"  known  as  KSW. 
Whenever  such  a  connection  is  what  you  need, 
you  must  let  DOS  know  your  intentions,  or  it  will 
patiently  remove  your  connection  and  restore  its 
own  hook.  This  is  very  easy  -  just  CALL  1002  (or 
JSR  $3EA  in  machine  language).  The  program 
ends  by  entering  Applesoft  at  the  warm-start  entry 
$E003. 

By  this  point,  the  program  really  has  not  done 
anything  except  insinuate  itself  into  the  system 
and  protect  itself  from  harm.  The  actual  buffer  is 
the  256-byte  area  from  $0900  to  S09FF  (2304  to 
2559),  and  two  one-byte  counters  look  after  data 
in  the  buffer.  The  counter  BIX  points  to  the  next 
place  where  a  key  can  be  stored,  and  the  counter 
BOX  points  to  the  next  byte  to  be  sent  to  whoever 
asks  for  a  key. 

For  example,  if  BIX  contains  $2E  and  BOX 
contains  $28,  the  operator  has  keyed  six  bytes 
ahead,  and  they  are  stored  in  locations  S0928 
through  $092D.  If  the  operator  now  keys  exacfly 
250  more  bytes  before  the  running  program  asks 
for  any  more,  the  keyed  bytes  will  be  stored  in 
$092E  through  S09FF,  then  the  buffer  will  "wrap 
around"  and  more  keys  will  be  stored  in  S0900 
through  $0926.  By  this  time  the  value  in  BIX  will 
be  $27,  one  less  than  that  in  BOX.  That's  249  in 
addition  to  the  six  already  there,  and  now  the 
buffer  is  full,  so  the  buffering  routine  will  sound 
the  "bell"  when  it  cannot  store  the  last  byte  keyed. 


At  this  point  the  operator  must  pause  and  wait 
for  the  program  to  catch  up.  I  think  this  event  is 
very  unlikely. 

Keys  are  detected  and  stored  by  the  routine 
patched  into  CHRGET.  A  word  of  caution  to  any- 
one patching  CHRGET:  since  BASIC  uses  this 
routine  dozens  or  thousands  of  times  a  second, 
the  patch  must  execute  as  fast  as  possible,  else 
the  program  may  be  slowed  to  an  unacceptable 
degree. 

Does  It  Function? 

When  a  key  is  wanted,  the  code  at  INLINK  sees  if 
one  is  in  the  buffer.  If  not,  the  standard  ROM 
routine  is  called.  If  a  key  is  available  in  the  buffer, 
it  is  delivered,  and  the  counter,  BOX,  is  updated 
to  account  for  the  departed  key.  It  is  all  very  sim- 
ple, mainly  because  of  the  eight-bit  indexing  au- 
tomatically provided  by  the  6502's  X-register. 
Indeed,  if  the  buffer  were  any  size  but  256  bytes, 
the  program  would  have  been  noticeably  harder 
to  write  and  debug. 

OK,  how  do  you  key  this  program  into  your 
Apple?  You  could  CALL  -151  to  get  to  the  monitor, 
then  type  in  all  the  hex  stuff,  803:4C  09  08  4C  99 
08,  and  so  on.  If  you  did  the  "homework"  1  as- 
signed in  last  month's  column,  there  is  an  easier 
way.  Key  in  the  pure  Applesoft  program  in  Pro- 
gram 4,  then  SAVE  it,  RUN  it,  and  finally  EXEC 
GEN  KEYBUF.  This  final  step  will  invoke  the  mini- 
assembler to  build  KEYBUF,  save  the  result,  and 
return  control  to  the  keyboard  eventually.  This 
process  must  destroy  any  Applesoft  program  in 
memory,  so  be  sure  you  have  saved  Program  4 
before  typing  the  EXEC  command! 

To  verify  all  this  work,  peer  closely  at  the 
screen  -  the  command  JMP  S083C  should  be  in 
location  08A8.  The  acid  test,  of  course,  is  "does  it 
work?"  Follow  the  instructions  below  to  test  your 


Table:  How  to  use  ttie  Keyboard 
Buffer 


1.  To  load  and  initialize  the  routine,  -^ 
BRUN  KEYBUF 

2.  Now  use  your  Apple  as  usual,  but  be  sure  that  you 
do  not  switch  to  Integer  BASIC! 

3.  To  suspend  use  of  the  buffer, 
CALL  2054 

4.  To  resume  use  of  the  buffer, 
CALL  2051 

5.  To  recover  memory  used  by  the  buffer,  after  sus- 
pending it  via  CALL  2054, 

FP         (or  INT,  if  you  choose) 

6.  To  copv  the  routine  from  disk  to  disk, 
BLOAD  KEYBUF 

Insert  the  disk  to  receive  a  copy. 
BSAVE  KEYBUF,A$803,L$F8 


work,  and  when  you  actually  make  it  work,  you'll 
have  a  potent  and  versatile  tool  which  makes  your 
Apple  a  little  bit  better  than  it  was  before! 

Hotneivork  Assignment.  Boot  your  System  Mas- 
ter and  LOAD  BRIAN'S  THEME.  That  is  the  pro- 
gram which  displays  pretty  moire  patterns  in 
high  resolution.  Here  is  some  code  to  add  a  fas- 
cinating effect!  Type  in  the  few  lines  in  Program 

5  and  RUN  the  changed  program.  When  the  dis- 
play starts  acting  oddly,  play  with  the  keyboard. 
The  most  recently  pressed  key  controls  the  timing 
in  a  tiny  machine  language  routine  at  location 
600  ($258). 

In  my  particular  Apple,  the  keys  W,  K,  8, 
question  mark,  and  especially  CTRL-D,  produce 
interesting  effects.  The  machine  language  routine 
is  completely  relocatable,  so  it  can  be  used  without 
change  in  any  place  in  memory  where  26  bytes 
are  free.  So  if  you  wish  to  use  the  routine  in 
another  program,  change  the  variable  ML  to  what- 
ever suits  you.  The  timing  is  so  delicate  that  the 
effects  change  greatly  when  ML  is  just  under  a 
multiple  of  256,  so  that  a  branch  instruction  crosses 
a  page  boundary.  To  stop  this  demonstration, 
you  must  press  RESET,  because  the  machine  lan- 
guage routine  treats  CTRL-C  as  any  other  key. 

Program  1. 

10  REM    'TAP'  DEHO  1 
20  FOR  I  =  396  TO  935 
30  READ  X 
40  Z  =  Z  +  X 
50  POKE  I,X 

6  0  NEXT 

70  IF  Z  <   >  5155  GOTO  90 

80  PRINT  "OK":  END 

90  PRINT  "OOPS.  Z=";Z:  END 

896  DATA  169,201,133,186,169,58 

902  DATA  133,187,169,176,133,188 

908  DATA  96,  169,76,133,186,169 

914  DATA  154,133,187,169,3,133 

920  DATA  188,96,141,48,192,201 

926  DATA  58,176,3,76,190,0 

932  DATA  76,200,0,0 

Program  2. 

10  REM    'TAP'  DEMO  2 

20  REM 

30  FOR  I  =  896  TO  955 

40  READ  X 

50  Z  =  Z  +  X 

6  0  POKE  I,X 

7  0  NEXT 

80  IF  Z  <  >  7425  THEN  PRINT  "OOPS.  Z=";Z:  STOF 
9  0  HOME  :  GR 

100  PRINT  "WHILE  I  SCRIBBLE  AIMLESSLY," 
110  PRINT  "PRESS  BUTTON  1  SEVERAL  TIMES." 
120  POKE  24,0:  POKE  25,0:  POKE  26,0:  CALL  909 
130  FOR  I  =  1  TO  1000:  C0LOR=  16  *  RND  (I) 
140  PLOT  40  *  RND  (I), 40  *  RND  (I):  NEXT 
150  CALL  896:T  =   PEEK  (25)  +  256  *  PEEK  (26) 
160  TEXT  :  PRINT  CHRS  (7):  REM  BELLI 
170  HOME  :  PRINT  "YOU  PRESSED  IT  ";  INT  (T  /  2 
) ;"  TIMES." 


Januarv.1983    COMI>«xni    189 


896 

DATA 

902 

DATA 

908 

DATA 

914 

DATA 

920 

DATA 

926 

DATA 

932 

DATA 

938 

DATA 

944 

DATA 

950 

DATA 

169,201,133,186,169,58 

133, 187, 169, 176, 133, 18E 

96,  169,76,133,186,169 

154,133,187,169,3,133 

188,96,72,152,72,173 

98,192,41,128,197,24 

240,8,133,24,230,25 

208,2,230,26,104,168 

104,201,58,176,3,76 

190,0,76,200,0,0 


Program  3. 


Ba02 

0000 

J  THIS 

PROGRAM  USES  512  BYTES  FROM 

aas3 

0000 

i  2043 

TO 

2559  TO  CONTAIN  AND  LOOK 

ee^i 

0  0  00 

;  AFTER  A 

256-BYTE  KEYBOARD  BUFFER. 

9295 

0000 

0eB6 

000B 

,-  'BRUN  KEyaUf  TO  CREATE  THE  BUFFER, 

0007 

0000 

;  'CALL  2054'  TO  DISABLE  THE  BUFFER. 

00^8 

0000 

;  'CALL  2051'  TO  RE-ENABLE  THE  BUFFER. 

BBBS 

0000 

0010 

0000 

';     KOM 

TO  SAVE  THE  PROGRAM; 

0011 

0000 

!  BSAVE  KE¥BUF,AS803,LSF8 

0012 

0000 

0013 

0001) 

'-5 

BB3 

; START  AT  2B51  . 

0014 

0803 

0015 

0803 

i  JUMP 

-TABLE  OF  ENTRY- 

POINTS: 

0016 

0803 

0017 

0803  4C0908 

JHP 

STARPij 

; ENABLE  BUFFER 

0018 

0806  4C9908 

JMP 

CANCEL 

; DISABLE  BUFFER 

0019 

0809 

; 

0020 

0809  AD00EB 

STARTS 

LDA 

5E000 

jWHICH  LANGUAGE? 

0021 

0B0C  C94C 

CMP 

IS4C 

; APPLESOFT? 

0022 

080C  D036 

BNE 

STEXIT 

;N0,  SO  QUIT! 

0023 

0310 

; 

0024 

0810  A90A 

LDA 

»>BASIC 

;->  NEW  START 

0025 

0812  A001 

LDV 

#1 

,-0F  BASIC  (til 

0026 

0314 

; 

0027 

0814  C467 

CPV 

S67 

rWARM  ENTRY  TO  ME? 

0028 

0816  D004 

BNE 

STCOLD 

;N0 

0029 

0818  CS69 

CMP 

$68 

;WARH  FOR  SURE? 

0030 

0aiA  F00C 

BEQ 

STLINK 

jVESI 

0031 

0B1C 

^ 

0032 

081C  3467 

STCOLD 

STY 

S67 

;SET  UP  THE  NEW 

0033 

081E  3566 

STA 

S68 

;START-OF-BASIC 

0034 

0820  A900 

LDA 

t0 

0035 

0822  3D000A 

STA 

BASIC 

■TRADITIOK 

0036 

0825  204806 

JSR 

$D64a 

EXECUTE  'NEW. 

0037 

0828 

; 

0038 

0828  A94C 

STLINK 

LDA 

IS4C 

0039 

082A  85BA 

STA 

SBA 

0040 

032C  A949 

LDA 

KCHLINK 

TIE  IN  TO 

0041 

032E  85BB 

STA 

SBB 

CHRGET. 

0042 

0830  A90a 

LDA 

l>CHLINK 

0043 

0332  8SBC 

STA 

SBC 

0044 

0334 

; 

0045 

0834  A97C 

LDA 

KINLINK 

0046 

0836  8538 

STA 

S38 

TIE  IN  TO  THE 

0047 

0838  A908 

LDA 

IJINLINK 

INPUT  HOOK  "KSW 

0048 

0e3A  8539 

STA 

S39 

0049 

e83C 

J 

0050 

083C  ADEA03 

STTIES 

LDA 

$3EA 

0051 

083F  C94C 

CMP 

IS4C 

IS  DOS  PRESENT? 

0052 

0841  D003 

BNE 

STEXIT 

NO,  NO  DISK  HERE! 

0053 

0843  20EA03 

JSR 

$3EA 

TELL  DOS  ABOUT  TIE-I 

0054 

0846  4CB3E0 

STEXIT 

JHP 

SE003 

,-WARH  START 

0056 

0849 

;  THIS 

ROUTINE  IS  ENTEI 

SED  EVERY  TIME 

0057 

0849 

J  APPLESOFT  FETCHES  A  i 

JYTE  OF  BASIC, 

00S3 

0849 

0059 

0849  2C00C0 

CHLINK 

BIT 

SC000 

[KEY  PRESSED? 

0060 

034C  1026 

BPL 

CHCOLO 

NO,  NOT  YET 

0061 

0a4E  48 

PHA 

SAVE  BASIC  BYTE 

0062 

084F  SA 

TXA 

SAVE  X-REGISTER 

0063 

0850  43 

PHA 

0064 

0851  AEAC08 

LDX 

BIX 

GET  INPUT  POINTER 

0065 

0854  B3 

INX 

PREPARE  TO  STEP  UP 

0066 

0855  ECAD08 

CPX 

BOX 

BUT  IS  BUFFER  FULL? 

0B67 

0356  Q00A 

BNE 

CHSTOW 

NO,  GO  S  STASH 

0068 

085A  98 

TYA 

BUFFER  FULL: 

0069 

0853  48 

PilA 

(BELL  USES  Y~HEG) 

0070 

0e5C  20E2FB 

JSR 

5FBE2 

RING  THE  BELL! 

0071 

0e5F  63 

PLA 

0072 

0860  A3 

TAY 

0073 

0861  4C6E0e 

JMP 

CHRETR 

0074 

0864 

• 

0075 

0864  8EAC0B 

CHSTOW 

STX 

BIX 

[SAVE  NEW  POINTER 

0076 

0867  CA 

DEX 

->  PLACE  FOR  THE  KEY 

8077 

0868  AD00C0 

LDA 

50000 

GET  THE  KEY 

0078 

086B  9D0009 

STA 

BUF,X 

SAVE  IN  BUFFER 

0079 

086E 

J 

0080 

a86E  8D10C0 

CHRETR 

STA 

SC010 

[RESET  KEYBOARD 

0081 

0871  68 

PLA 

0082 

3872  AA 

TAX 

RECOVER  X-REG 

0083 

0873  68 

PLA 

i  BYTE  OF  BASIC 

0084 

0874 

; 

0085 

0874  C93A 

CHCOLO 

CMP 

iS3A 

[ (CHRGET  REPLACEMENT 

0086 

0876  B003 

BCS 

CHBACK 

" 

0087 

0878  4CBEaB 

JMP 

SBE 

■ 

0083 

087B  60 

CHBACK 

RTS 

;  ' 

0089 

087C 

i 

0091 
0092 
0093 
0094 
0095 
0096 
0097 
0093 
0099 
0100 
0101 
0102 
0103 
0104 
0106 
0107 
0108 
0109 
0110 
0111 
0112 
0113 
0114 
0115 
0116 
0117 
0116 
0119 
0120 
0121 
0122 
0123 
0124 
0125 
0126 
0127 
0128 
0129 
0130 
0131 


087C 
037C 
037C 
0e7C 
087F 
0682 
0885 
0837 
088A 
0B8D 
086D 
08eF 
0892 
0895 
0898 
0899 
0699 
0899 
089B 
0690 
069F 
0SA1 
0SA3 
08A5 
0fiA5 
08A6 
08AB 
03AB 
0aAC 
0eAD 
06AE 
06AE 
08AE 
08AE 
08AE 
0BAE 
06AE 
03AE 
03AE 
0aA£ 
0eA£ 


THIS  ROUTINE  IS  USED  WHENEVER  A 
KEY  IS  NEEDED  FROM  THE  KEYBOARD. 


3EAB0a 

AEAD03 

ECAC0S 

D006 

AEAa08 

4C1BFD 

9128 

BD0009 

EEAD0B 

AEAB03 

60 


INLINK  STX  SAVX 

LDX  BOX 

CPX  BIX 

BNE  INSEND 

LDX  SAVX 

JHP  SFDIB 

INSEND  ETA  (528) ,Y 
LDA  BUF,X 
INC  BOX 
LDX  SAVX 
HTS 


[SAVE  IT 
[GET  OUTPUT  POINTER 
[ANYTHING  IN  BUFFER? 
[YES,  GO  SEND  ITI 
[NO,  RESTORE  X-HEG 
[NORMAL  KEY  HANDLER 

[STOP  FLASHING 
(GET  KEY  FROM  BUFFER 
(UPDATE  POINTER 
[RESTORE  X-REG 


DISABLE  THE  KEYBOARD  BUFFER 


A9C9    CANCEL  LDA  ISC9 


8SBA 
A93A 
85BB 
A9B0 
aSBC 

2089FE 
4C3C08 


SAVX 

BIX 

BOX 


STA  saA 
LDA  tS3A 
STA  $BB 
LDA  (;b0 
STA  SBC 

JSR  SFE89 
JMP  STTIES 

-BYT  0 
.BYT  0 
.BYT   0 


[RESTORE    CHRGET 
[ORIGINAL   STUFF 


[EXECUTE    "INIO" 


[SAVE  AREA  FOR  X-REG 
(->  PLACE  FOR  NEXT  BYTE 
(->  NEXT  ONE  TO  DELIVER 


(BIX=B0X1  MEANS  BUF  IS  EMPTY 
(BIX+1=B0X)  MEANS  IT'S  FULL! 


THE  ABOVE  MUST  END  BY  S8PF 
OR  IT  WILL  BE  OVERWRITTEN! 


BUF'S900 
BASIC=SA00 


[BUFFER  IS  S9eB-$9FF 
[HEW  START-OF-BASIC 


SYMBOL    TABLE 

SYMBOL    VALUE 

BASIC  0A00 
BUF  0900 

CHCOLO  0874 
CHSTOW  0864 
SAVX  08AB 
STEXIT    0846 


BIX  08AC 

CANCEL  0899 
CHLINK  0849 
INLINK  087C 
STARTS  0809 
STLINK    0828 


BOX  08AD 

CHBACK  087B 
CHRETR  086E 
INSEND  088D 
STCOLD  081C 
STTIES    0B3C 


Program  4. 


100  REM  MAKE  "GEN  KEYBUF" 

110  D$  =  CHR$  (4) 

120  F$  =  "GEN  KEYBUF" 

130  PRINT  D$"OPEN  "F$ 

140  PRINT  D$"WRITE"F$ 

150  PRINT  "FP" 

160  PRINT  "HON  I" 

170  PRINT  "BRUN  MINI-ASSM" 

180  PRINT  "803:";:  REM  NOTICE  SEMICOLON 

190  READ  Z$ 

200  IF  ZS  =  "END"  GOTO  230 

210  PRINT  "  "2$ 

220  GOTO  190 

230  PRINT  "FP" 

240  PRINT  "BSAVE  KEYBUF,A$803 , L$P8 " 

250  PRINT  D$"CLOSE" 

260  END 

270  DATA  JHP809,JMP899,LDAE000 

280  DATA  CMP#4C,BNE846,LDA#A 

290  DATA  LDY#1 ,CPY67,BNE31C 

300  DATA  CMP6a,BEQ828,STY67 

310  DATA  STA68,LDA#0,STAA00 

320  DATA  JSRD64B,LDA|4C,STABA 

3  30  DATA  LDA#49,STABB,LDA#8 

340  DATA  STABC,LDA#7C,STA38 

350  DATA  LDA#8,STA39,LDA3EA 

360    DATA    CMP#4C,BNEa46,JSR3EA 

370  DATA  JMPE003,BITC000,BPL874 

380  DATA  PHA, TXA, PHA 

390  DATA  LDX8AC,INX,CPX8AD 


190    COMPUII!    Januaiv.19S3 


400  DATA  BNEe64,TYA,PHA 

410  DATA  JSRFBE2,PLA,TAY 

420  DATA  JMP86E,STX8AC,DEX 

430  DATA  LDAC000,"STA900,X" ,STAC010 

440  DATA  PLA,TAX,PLA 

450  DATA  CMP#3A,BCS87BjJMPBE 

460  DATA  RTS,STX8AB,LDX8AD 

470  DATA  CPX8AC,BNE88D,LDX8AB 

480  DATA  JMPFD1B,"STA(28) ,Y","LDA900,X" 

490  DATA  INCSAD,LDX8AB,RTS 

5  00  DATA  LDA#C9,STABA,LDA#3A 

510  DATA  STABB,LDA#B0,STABC 

520  DATA  JSRFE89,JMP83C,BRK 

530  DATA  BRK,BRK,END 

If  you  have  Integer  BASIC  in  ROM  or  in  a  Language 
Card,  substitute: 


150  PRINT  "INT" 
170  PRINT  "CALL  -2667" 
ASSM 


:REM    MINI- 


Program  5. 


460  ML  =  600  t    FOR  I  =  ML  TO  ML+25 

470  READ  X:  POKE  I,X:  NEXT 

480  LIST   (...  OR  PRINT  SOME  STUFF) 

490  CALL  ML 

500  DATA  173,80,192,173,0,192 

510  DATA  41,127,170,202,208,253 

520  DATA  173,81,192,173,0,192 

530  DATA  41,127,170,202,208,253 

540  DATA  240,230 


Micro  Power  Bench™ 


Atari 
Lister 

LeRoy  J,  Baxter,  Milwalikie.  OR 

Debugging  a  long  program  listing  can  be  tedious.  Most 
of  us  have  typed  in  a  long  program  and  then  had  to 
hunt  for  errors  when  it  wouldn't  RUN.  This  utility 
routine  can  make  the  job  a  little  easier. 


Make  a  copy  of  this  program  and  LIST  it  to  tape 
or  disk.  When  you  need  it,  load  it  with  the  ENTER 
command  (the  line  numbers  shouldn't  conflict). 
Then  type  GOTO  32700.  A  prompt  will  appear. 
Press  RETURN,  and  the  first  set  of  six  program 
lines  will  he  LISTed  to  the  screen,  regardless  of 
their  line  numbers,  with  spaces  between  the  lines. 
Then  with  a  touch  of  RETURN,  it  LISTs  the  next 
set  of  six  lines. 

Enter  "EDIT,"  and  the  program  goes  to  the 
Editing  Subroutine.  It  asks  for  the  line  number  of 
the  offending  line,  then  LISTs  the  line  and  prints 


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the  command  "CONT"  below  it.  You  can  then 
edit  the  line  using  the  screen  editor  keys. 

When  you  press  RETURN,  the  line  will  be 
entered  into  the  program.  You  can  enter  or  delete 
complete  lines  using  standard  techniques.  Simply 
move  the  cursor  up  and  enter  your  new  line  be- 
tween the  LISTed  line  and  CONT.  When  you  are 
done,  enter  "ERASE,"  and  the  utility  program 
will  erase  itself. 


32700 

DIH  A« (5) : T=0 

3270S 

Z=0: INPUT  A*;ON  < A*= " EDI T" ) + ( A* 

="ERASE")*2  GOTO  32730,32745 

32710 

?  CHR* (125) : ADDR=PEEK(136>+PEEK 

( 137) *256:FOR  X=0  TO  T:ADDR=ADD 

R+PEEK <ADDR+2) « (T>0) :NEXT  X 

32715 

LINENO=PEEK ( ADDR) +PEEK (ADDR+1 ) « 

256:Z=Z+1:IF  LINEN0>=32700  THEN 

?  "«  END  OF  LISTING  » " : GOTO  32 

710 

32720 

LIST  LINENO:T  =  T+ls  ADDR='ADDR+PEE 

K(ADDR+2):IF  Z<6  THEN  32715 

32725 

GOTO  32710 

32730 

?  "WHAT  LINE  #";: INPUT  X 

32735 

?  CHR*(125) rPDSITION  2,4:LIST  X 

:?  :?  :?  :?  "CONT":INPUT  A*:POS 

ITION  2,0:P0KE  S42,13:STOP 

32740 

POKE  842, 12: T=T-6:60T0  32705 

32745 

?  CHR*< 125) :P0SITI0N  2,4:F0R  X= 

32700  TO  32750  STEP  5:?  X:NEXT 

X: ?  "POKE  842, 12" 

32750 

POSITION  2,OsPOKE  Q42,13sSTOP0 

Jonuatv.1983    COMPUIII    191 


Perfect  Commodore  INPUTS 

A  one-line  cure  for  accidental  program  exits  during 

keyboard  input. 


Blaine  D.  Standage,  Orange,  CA 


Solve  the  problem  of  inputting  from  the  VIC,  PET/CBM, 
64  keyboard  once  and  for  all  zvith  one  simple  Hue  of 
BASIC  code.  Why  clutter  your  program  with  complex 
subroutines  when  there  is  a  better  way? 


I  waited  a  long  time  for  someone  to  write  this 
article,  but  no  one  did.  Meanwhile,  I  kept  seeing 
involved  subroutines  offered  as  solutions  to  the 
"input  problem." 

The  "problem"  is  that  when  you  hit  the  RE- 
TURN key  in  response  to  an  INPUT  statement 
without  first  giving  a  Commodore  computer  some 
data,  it  promptly  dumps  you  out  of  the  program  - 
often  a  very  undesirable  result.  The  same  thing 
happens  if  you  accidentally  hit  the  STOP  key  while 
the  computer  is  in  a  GET  loop  waiting  for  data. 
(10  GET  A$:  IF  AS  =  "  "  THEN  10).  Since  most  of 
the  proposed  solutions  use  GET  loops,  it  seems 
that  they  only  move  the  problem  by  a  key  width 
rather  than  solve  it. 

Following  the  KISS  (Keep  It  Simple,  Sam) 
method,  let's  define  our  ideal  objectives  and  try 
to  take  a  completely  fresh  approach  to  the 
problem. 

Avoid  Subroutines 

The  highest  probability  of  an  operator  disrupting 
a  program  occurs  when  he  is  responding  to  an 
INPUT  or  a  GET  command.  At  that  time  we  need 
to  simplify  his  task  by  preventing  him  from  acci- 
dentallv  halting  the  computer. 

To  keep  it  simple  for  the  programmer,  we 
need  to  avoid  subroutines,  particularly  large  ones 
or  those  written  in  machine  language  which  may 
require  some  form  of  special  handling. 

As  to  the  fresh  approach,  remember  that 
when  a  thing  doesn't  work  the  way  you  want  it 
to,  one  alternative  is  to  simply  not  use  it!  Oddly 
enough,  that  is  exactly  the  way  out  of  this  problem. 
Don't  use  INPUT  or  GET. 

When  we  remove  INPUT  and  GET  from  the 
instruction  list,  we  are  left  with  only  two  com- 
mands which  might  take  their  place,  INFUT# 
and  GET#.  But  aren't  they  for  use  with  external 
devices  like  tape  or  disk  drives?  Not  exactly.  They 

W2    COMPtm!    Januorv.wea 


are  the  complete  form  of  the  commands  for  input- 
ting. INPUT  and  GET  are  just  simplified  forms 
which  allow  easy  access  to  the  keyboard. 

Using  GET# 

The  results  of  investigating  GET#  showed  that, 
overall,  it  operates  very  much  like  GET.  We  can't 
completely  solve  our  problems  with  it  because 
the  program  can  always  be  halted  with  the  STOP 
key. 

The  most  obvious  difference  occurs  when  we 
press  a  non-numeric  key  while  trying  to  get  a 
numeric  value  (i.e.,  GET#1  A).  The  computer 
responds  with: 

?SYNTAX  ERROR 
READY. 

"SYNTAX  ERROR"  doesn't  seem  a  reasonable 
response,  and  I  haven't  found  out  why  it  happens. 
Nor  can  I  see  any  way  to  take  advantage  of  it,  but 
maybe  someone  else  can. 

Perhaps  the  biggest  potential  advantage  to 
GET#  becomes  evident  by  recalling  that  we  com- 
monly open  output  files  to  both  the  printer  and 
the  screen.  We  then  direct  the  PRINT#  output  by 
selecting  the  appropriate  file  with  a  variable  value. 
Similarly,  the  keyboard  could  be  included  in  a 
selectable  group  of  input  devices  through  the  use 
of  GET#  or  INPUT#  with  a  variable  defining  the 
file  number. 

HowAbouflNPUT#? 

Using  1NPUT#  proved  to  be  the  answer,  but  a  lot 
was  learned  along  the  way. 

When  you  enter  and  run  the  simple  pro- 
gram: 

10    OPEN    1,0 

20  INPUT#1,A$:  PRINT  A$ :  GOTO  20 

all  the  inputs  are  echoed  back,  and  there  seems  to 
be  no  way  out  of  the  program.  RETURNs  are  ig- 
nored, and  the  STOP  key  has  no  effect.  Most  of 
my  test  group  (victims,  to  hear  them  tell  it)  decided 
there  was  no  way  to  regain  control  short  of  cycling 
computer  power.  Only  the  most  determined  ones 
discovered  that  the  SHIFTed  RUN/STOP  would 
cause  a  break.  (On  VIC,  this  would  be  Commodore 
Key/RUN\STOP.)  This  combination  is  so  unlikely 
in  an  input  situation  that  we  can  almost  disregard 
it  as  an  accidental  response. 


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When  I  first  performed  this  experiment,  my 
impulse  was  to  consider  the  problem  solved  and 
go  on  with  my  programming.  What  a  variety  of 
interesting  possibilities  I  would  have  missed! 

Go  to  your  computer  and  follow  this  easy 
exploration  of  INPUT#.  It  will  be  worth  your 
time. 

First,  enter  the  following  test  program.  Use 
the  line  numbers  as  shown  because  we  will  be 
adding  to  the  program. 


10 
20 

30 
70 
80 
90 


OPEN  1,0 

INPUT#1,A 
PRINT  A 
FOR  J=l  TO 
GOTO  20 


1500:    NEXT   J 


Line  80  has  no  direct  bearing  on  the  problem. 
It  gives  you  a  way  to  halt  the  program  by  providing 
time  to  press  the  STOP  key  after  an  input. 

When  the  program  is  run,  notice  that  the 
customary  question  mark  is  not  printed.  If  we 
want  the  question  mark  we  must  include  it  in  the 
input  prompting.  But  we  are  also  free  to  leave  it 
out  for  inputs  where  it  is  not  appropriate. 

Next,  enter  a  few  numbers  and  notice  they 
are  printed  back  on  the  same  line  as  the  input 
even  though  we  made  no  special  provision  for 
that.  It  seems  we  will  have  to  print  a  "return" 
after  inputting  to  get  back  to  the  left  margin. 

Now  press  RETURN  without  any  data,  and 
the  computer  responds  as  though  you  had  entered 
a  zero.  Here  is  a  feature  we  have  wished  for.  But 
don't  get  too  excited  yet,  because  when  we  enter 
non-numeric  characters  the  computer  responds: 

7FILE  DATA  ERROR  IN  30 
READY. 

and  we  see  that  we  can't  solve  our  problem  with 
a  numeric  variable  input.  Why  a  "file  data  error"? 
Remember,  the  computer  thinks  it  is  getting  data 
file  inputs  from  an  external  device. 

Now  let's  make  some  changes  to  our  test 
program  to  correct  the  defects  we  have  seen.  Un- 
like INPUT,  the  1NPUT#  command  has  no  provi- 
sions for  built-in  prompting,  so  we  must  provide 
it  in  a  separate  PRINT  command  (line  20). 

20  PRINT  "ENTER  DATA  ?  " 
30  INPUT#1,A$:  PRINT 
7  0  PRINT  A$ 

Running  this  now  reveals  that  we  won't  stop 
the  program  during  the  input  process  either  with 
a  bad  input  or  with  the  STOP  key.  Also  notice 
that  a  simple  RETURN  is  interpreted  as  a  null 
(nothing  there)  string.  We  can  really  make  use  of 
this  feature.  (You  can  prove  that  the  string  is  really 
null  by  manually  creating  a  field  of  characters,  a 
line  of  reversed  spaces,  for  example,  where  the 

19J     COMPUn!     January.  1983 


printing  will  be  done.  Observe  that  they  are  not 
altered  during  the  execution  of  line  70.) 

Several  Handy  Features 

Of  course,  we  neglected  the  semicolon  at  the  end 
of  line  20  to  force  the  input  to  follow  its  prompt, 
so  let's  put  it  in  and  re-test. 

20  PRINT  "ENTER  DATA  ?  " ; 

Careful  now  -  something  important  has  changed. 
A  simple  RETURN  is  no  longer  treated  as  a  null 
string.  It  is  just  ignored.  Another  feature  we  can 
use;  no  more  tests  for  null  inputs  -  they  simply 
can't  happen  with  this  program  structure.  And  so 
we  have  RETURN  =  "ignored"  or  RETURN  = 
"null"  by  including  or  deleting  a  single  semicolon 
after  the  prompting  message.  Very  handy. 

Let's  add  tines  40-60  and  change  70  to  com- 
plete our  test  program  for  INPUT#.  Now  it  will 
accept  only  numeric  inputs.  The  full  test  program 
is: 

10  OPEN  1,0 

20  PRINT  "ENTER  DATA  ?  "; 

30  INPUT#1,A$:  PRINT 

40  IF  A$="0"  THEN  60 

50  IF  VAL(A$}=0  THEN  20 

60  B=VAL(A$) 

7  0  PRINT  A$;B 

80  FOR  J=l  TO  1500:  NEXT  J 

90  GOTO  20 

This  structure  rejects  non-numeric  inputs  and 
(because  of  the  semicolon  in  line  20)  will  not  accept 
null  inputs. 

If  you  want  a  simple  RETURN  to  be  accepted 
as  a  zero,  delete  the  semicolon  in  line  20  and 
change  line  40  to  read: 

40    IF    A$="0"    OR    A$=""    THEN    60 

So  we  have  solved  our  problem  quite  nicely  for 
inputs  and  come  up  with  several  verv  useful  op- 
tions in  the  process. 

Let's  make  a  general  observation  on  the  lack 
of  built-in  prompting  with  INPUT#.  Neither  the 
double  question  mark  requesting  additional  inputs 
nor  the  "extra  ignored"  warning  is  printed.  This 
suggests  that  you  should  keep  the  structure  of 
your  input  commands  as  simple  as  possible,  be- 
cause the  operator  will  not  get  the  usual  warnings 
when  he  enters  incorrect  data  patterns. 

At  last,  as  promised,  here  is  the  one-line,  no- 
accidental-exit,  solution  to  the  long-standing  input 
problem. 

10  OPEN1,0:PRINT"PROMPT  ?  ";:INPUT 
#1 ,A$:PRINT:CLOSE  1 

Obviously,  the  OPEN  and  CLOSE  commands 
could  span  a  group  of  inputs  or  even  the  entire 


program.  You  can  safely  leave  the  "file"  open 
while  doing  other  things. 

As  a  bonus,  you  can  accept  null  inputs  by 
deleting  the  semicolon  in  the  first  print  command. 
This  allows  vou  to  convert  the  nulls  to  zeros  for 
numeric  applications. 

Finally,  I  think  you  will  find  it  interesting  to 
watch  your  experienced  friends  try  to  terminate  a 
program  which  uses  the  INPUT#  technique.  They 
tend  to  get  very  frustrated,  which  suggests  that 
maybe  you  shouldn't  build  escape-proof  programs 
unless  thev  are  reallv  needed.  © 


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Atari  Autonumber 


Barry  M.  Bernstein,  Willowdale,  Ontario 


This  provides  qinle  a  convenience  ivhcn  using  Atari 
BASIC.  AUTONUM  ndcis  automatic  line  numbering 
to  Atari  BASIC.  It  is  used  in  much  the  same  way  as  the 
Atari  ASSEMBLERIEDITOR  NUM  function  is  used. 


The  program  creates  a  cassette  boot  program  to 
be  loaded  in  when  you  turn  the  computer  on  with 
the  BASIC  cartridge  in  place.  Once  in,  it  can  be 
called  at  any  time  and  can  quite  easily  be  disen- 
gaged or  reactivated. 

Type  in  the  BASIC  program,  being  especially 
careful  to  get  the  DATA  statements  correct,  and 
then  execute  the  following  statement  in  direct 
mode: 

A  =  USR(12288) 

You  will  hear  two  beeps,  signalling  vou  to 
press  PLAY  and  RECORD  on  the  410  (with  a  tape 
in  place)  and  then  pressing  the  RETURN  key. 
You  have  just  made  a  boot  tape. 

To  use  BASIC  AUTONUM,  load  the  boot 
tape  in  the  410  tape  player,  make  sure  the  BASIC 
cartridge  is  in  place,  press  the  START  console 
switch  and  turn  the  computer  on.  When  it  beeps, 
press  PLAY  on  the  410  and  then  RETURN.  The 
AUTONUM  program  is  now  in  memory.  To  acti- 
vate it  execute  the  following  in  direct  mode; 

A  =  USR(1550,a,b) 

where  a  is  the  line  number  to  begin  at  and  b  is  the 
step  size.  If  b  is  omitted  then  a  is  the  step  size  and 
it  will  begin  where  it  left  off.  If  both  a  and  b  are 
omitted  then  it  will  begin  numbering  where  it  left 
off  {ten  to  begin  with)  and  increment  by  tens.  You 
may  have  to  press  RETURN  twice  to  activate 
AUTONUM.  To  disengage  the  automatic  num- 
bering simply  press  RETURN  twice  in  a  row.  It  is 
reactivated  bv  repeating  the  above  procedure. 

Though  BASIC  AUTONUM  may  take  up  to 
half  an  hour  to  type  in,  you  will  find  that  it  is  well 
worth  the  effort  for  the  great  convenience  that  it 
offers,  especially  when  typing  in  large  programs. 


lO 


20 
30 


dim   a*  (  100)  , b*  (2)  , h«  c23)  :h*=" <,  > 
<:a>cb><:c><:d>ce><:f><:gich>{:i>'  :  '.  '.  \  !  ! 

<:J><:K>  {LJ  CMJ  tN>{0>":REM  ftLL  CHARAC 
TERS  IN  BRACKETS  ARE  CONTROL  CHARA 
CTERS 

MEM=1536: M=-i 
READ  A* 


40  FOR  1=0  TO  49: B*=A« ( I »2+l . 1*2+2) 
SO  IF  e$="YY"  THEN  RESTORE  7bo:MEM=12 

2aB:M=-l : GOTO  30 
60  IF  B*="ZZ"  THEN  ?  "ALL  DDNE":END 
70  N=0:FOR  J=l  TO  2 : N=N» 1 6+ASC ( H* ( ASC 
(B* < J) ) -47) ) :NEXT  J:M=M+1:P0KE  MEM 
+  M,N 
ao  NEXT  I 
90  GOTO  30 
100  DATA  000200060D06A93CBD02D3ie6060 

6BC900DOOBA9  00a5CBA'?1085CC4C4F06B 

5CFC90iF00B20D306A5D5S5CDA5D4B5CE 

20D3O6 
200  DATA  A5D5B5CBA5D485CCA5CFC902D00F 

FB38A5CEE5CC8  5CEASCDE5CB85CDDBA9a 

0e510A962aD0802A9068D0902A9C08510 

60A5CF 
300  DATA  C9FFF01 1 AD09D2C90CF0034CBEFF 

A9FF95CF4CBEFFAD0  9D2C90CD01 5A9B08 

510A9BESD08  02A9FFBD0902A9C0a5104C 

BEFFA9 
400  DATA  OOB5CFFB18A5CE65CCa5CEA5CD65 

CB85CDD820BD06A5CD2  0CA06A5CE20BD0 

6A5CE20CA064CBEFF29F04A4A4A4A1869 

3020A4 
500  DATA  Fi60290F18693020A4F66068B5CC 

6885CB6885D568SSD42  0AAD9A5D4C94iF 

00BA5D585D4A9  0O85D54CF7O6A5D6B5D4 

A5CB48 
600  DATA  A5CC4B60YY 
700  DATA  A210A9039D4203A90a9D4A03A90a 

9D4B03A94A9D44  03A9309D4  5032  056E43 

02aA90B9D4  2  03A900  9D44  0  3A9069D4  503 

A9009D 
800  DATA  4903A9019D49O32O56E4300AA90C 

9D42032056E430006860433A9BZZ      @ 


COMPUTEi  The  Resource, 


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for  ATARI  800 


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DISK  COMMANDER  II  -  Just  save  this  program  on  your  BASIC  disks  and  ii  will 
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run  any  BASIC  or  Machine  Ldnguage  program  by  typing  a  single  number. 

Requires  16K.  Disk  Only ^9.95 

BASIC  COMMANDER  •  An  all  raachinu  language  program  which  occupies  only  "IK 
of  RAM  and  is  co  resident  with  your  BASIC  program.  It  is  an  indispensable  tool  lor 
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to  renumber  all  Basic  lines  and  all  references  instantifniously!  in  addition, 
6LOCKDELETE  allows  deletion  of  any  rongc  of  lines,  eliminating  computer  lock- 
up AUTONUMBER  automatically  prouidcs  line  numbers  for  your  BASIC  program, 
incri'.ism9  program  entry  speed  from  25  to  75'\,.  l(  we've  omitted  your  fayoritc 
commands,  Basic  Commander  even  prnvides  3  PROGRAMMABLE  KEYS! 
THE  MOST  POWERFUL  PROGRAMMING  AID  AVAILABLE 
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Requires  16K.  Disk  Only  S34.95 

RAM  TEST  II  -  The  fastest  and  most  thorough  memory  test  available  (or  the  ATARI 
has  now  been  further  improued!  Tests  not  only  all  locations,  hut  also  tests  the 
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48K.  It's  the  only  program  that  tests  the  cartridse  area  of  RAM.  Good  for  new  400'8(X1 
computer  owners,  for  testing  new  RAM  boards  and  for  use  in  compuierstotes  totesf 
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ASTEROID  MINERS  -  This  50  page  book  and  program  provide  for  a  unique 
intermediale-to-advanced  tutorial.  A  32K  BASIC  game  utilizing  over  25  players  in 
player-missile  graphics,  machine  language  subroutines,  a  redefined  character  set, 
multiprocessing  utilizing  the  vertical  blank  interrupt  interval,  and  much  more!  The  50 
page  book  included  with  the  program  documents  each  part  of  the  entire  program  and 
contains  the  fully  documented  source  code  for  both  the  BASIC  and  assembly 
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examples  make  it  easy! 

Requires  32K,  Disk  or  Cassette  $34.95 

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ALL  MACHINE  LANGUAGE  ARCADE  GAME 
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This  arcade  style  game  is  sure  to  become  an  ATARI  classic. 

Chomper  requires  16K  RAM,  1  joystick  and  nerves  of  sleel. 

Available  on  Disk  or  Cassette S29.9.S 


Available  at  your  favorite  computer  store  or 
Send  a  check  or  money  order  directly  lo: 

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P.O.  BOX  131  •  MARLBORO,  NJ  07746 

or  call   (201)  431-3472 

for  MasterCard.  Visa  or  COD  deliveries 


You've  invested  a  lot  of  time  and  money  into  your  computer  . . 

It's  time  that  investment  paid  off! 


THE     COLOR     ACCOUNTANT 


The  Programmer's  Institute  introduces  THE  COLOR  ACCOUNTANT,  the  only  complete  personal  Financia]  package 
specifically  designeid  for  the  Atari  400/800  and  VIC-20  computers.  This  unique  package  includes: 

1.  Complete  Checkbook  Maintenance      5.  Payments/Appointments  Calendar        8.  Home  Budget  Analji'sis 

2.  Chart  of  Accounts  Maintenance  6.  Color  Graph  Design  Package  9.  Decision  Maker 

3.  Income/Expense  Statement  (graphs  any  files)  10,  Mailing  List 

4.  Net  Worth  Statement  7.  Check  Search 


After  the  initial  setup,  THE  COLOR  ACCO^J^TA^T  requires  less 
than  an  hour  of  data  input  each  month. 

The  checkbook  maintenance  program  i.s  the  key  lo  the  entire  package. 
Once  your  checkbook  is  balanced,  the  checkbook  summary  file  will  auto- 
matically update  the  home  budget  analy.sis,  net  worth,  and  income/ 
expense  statements.  You  can  then  graph  any  file,  record  bills  and  appoint- 
ments, tnake  decisions,  print  a  mailing  list,  and  analy/c  various  accounts. 

All  programs  are  menu-driven  and  allow  add/change/delele.  Files 
and  sfatements  can  be  listed  to  screen  or  printer,  and  saved  to  casette  or 

The  perfect  supplement  lo  THE  COLOR  ACCOUNTANT,  TTw  Tax  Handler  includes: 

1.  Complete  Krom  1040  3.  Schedule  G  tincomc  Averaging) 

2.  Schedule  A  (Kemizcd  Deducllons)  4.  Schedule  B 

This  year  let  The  Tax  Handler  prepare  your  (axes  (S34.9S  cassette,  S39.95  diskette). 


diskette.  THE  COLOR  ACCOUNTANT  also  comes  with  60  pages  of 

documentation  that  leads  you  step-by-step  through  (he  entire  package. 
The  Atari  400/800  requires  24K  cassette  and  32K  diskette;  the  VIC-20 
requires  13K.  ($74.95  cassette,  $79.95  diskette). 

Add  S3  for  postage  and  handling. 

See  your  local  dealer  or  order  direct: 
THE  PROGRAMMER'S  INSTITUTE 

a  division  o/FUTUREHOUSE 
P.O.  BOX  3191,  DEPT.  C 
CHAPEL  HILL,  NC  275J4 


1-800-334-SOFr 

Mon-Fri  10-6;  Sa!  1 1-3 


VIC  Super 
Expander  Graphics 


Tim  Porker,  Konato.  Ontario 


Want  to  see  some  stiinniug  graphics  on  your  VIC? 

Type  iu  these  short  programs  and  you  )iiig!it  be  surprised 
to  sec  ivhnt's  possible  ivith  the  Super  Expander 
cartridge. 


The  VIC-1211A  Super  Expander  is  a  plug-in  CoTi- 
tridge  for  the  VIC-20  that  provides  several  extra 
features  to  the  graphics  and  sound  abilities.  It 
also  adds  an  extra  three  kilobytes  of  memory, 
giving  a  power-up  of  6519  bytes  free.  (The  rnissing 
bytes  are  used  by  the  expander.) 

Program  1  is  a  short  routine  that  draws  a  grid 
on  the  screen,  then  selectively  erases  parts.  This 
is  done  by  drawing  vertical  and  horizontal  lines 
in  a  character  color,  then  redrawing  at  a  random 
interval  with  the  screen's  color.  When  RUN  for 
several  cycles,  the  patterns  produced  can  be  quite 
complex.  Changing  the  color  of  the  character  in 
line  20  and  the  STEP  interval  in  lines  100,  200,  300 
and  400  can  alter  the  complexity  and  appearance. 

A  variation  on  this  program  is  to  draw  the 
lines  on  the  graphics  display  diagonally,  as  Pro- 
gram 2  does.  Here,  lines  100-220  draw  a  circular 
pattern,  skipping  dots  at  intervals  set  by  the  STEP 
command.  Then,  lines  300-420  redraw  at  intervals 
in  the  screen  color.  The  effects  are  produced  as  a 
consequence  of  the  1024x1024  graphics  screen 
being  shortened  to  160x160.  As  the  coordinates 
are  altered,  some  dots  will  lie  on  either  side  of  the 
line.  As  a  result,  some  dots  that  are  on  are  turned 
off,  and  vice  versa. 

A  long  routine  to  accomplish  the  above  could 
be  arranged  using  the  RDOT(x,y)  command,  to 
see  if  a  dot  is  on,  then  reverse  it.  Needless  to  say, 
this  is  an  extremely  time-consuming  task,  even  in 
machine  language. 

Program  3  provides  a  pattern  familiar  to  most 
people,  although  here  it  is  generated  in  four  cor- 
ners. To  see  the  pattern  by  itself,  leave  out  lines 
110-130.  The  simple  routine  here  can  be  enhanced 
by  adding  circles  concentrically  in  the  center,  or 
by  repeating  sections  in  the  screen  color,  as 
above. 

Program  4  draws  rectangles  on  the  screen 
concentrically  and  is  then  repeated  to  color  in 
some  areas.  Again,  when  this  is  elaborated,  it  can 
have  the  effect  of  a  moire  pattern,  almost  achieving 
movement  of  its  own. 

198    COMPimi    January,1<?83 


An  alternate  method  of  obtaining  the  concen- 
tric rectangles  of  Program  4  requires  drawing 
squares  with  multiple  TO's  in  the  DRAW  state- 
ment (Program  5).  Repeating  the  pattern  without 
a  screen-clear  command  (SCNCLR)  produces 
overlapping  bands  in  the  pattern.  The  pattern  can 
be  inverted  (i.e.,  have  the  rectangles  drawn  from 
the  outside  in)  by  rewriting  lines  100-140  to  step 
down,  instead  of  up.  Naturally,  concentric  circles 
can  be  done  the  same  way,  by  changing  line  120 
to  read: 

120  CIRCLE!, 511,511, X,X 

This  actually  produces  ellipses,  as  the  axes  are 
not  of  equal  length.  This  can  be  changed  to  pro- 
duce true  circles  by  adding  a  constant  parameter 
to  the  X-axis  value. 

These  programs  are  by  no  means  as  sophisti- 
cated as  can  be  achieved  with  the  Super  Expander, 
but  they  do  fill  the  need  for  a  basic  subroutine 
librar\-  on  which  to  base  future  graphics  displays. 
Combining  these  with  PAINT  commands  can 
produce  some  interesting  effects.  The  Super  Ex- 
pander cartridge's  graphics  abilities  are  Hmited 
only  by  the  resolution  of  the  graphics  screen. 

Possible  future  work  for  examination  of  the 
commands  available  includes  drawing  Archi- 
medes' spiral,  a  herringbone-grid  of  diagonals, 
and  changing  to  multicolor  graphics  to  build  up  a 
cjuilt-like  display. 


Program  1. 

10    GRAPHIC    2 

20    REGION    5 

50    DEFFNA(X)=INT{RND(1) *X)+1 

100    FOR    X=l    TO    1023    STEP    FNA(40)+10 

110    DRAW1,X,0TOX,1023 

120    NEXT 

200  FOR  Y=l  TO  1023  STEP  FNA(40)+10 

210  DRAW1,0,YTO1023,Y 

220  NEXT 

300  FOR  X=l  TO  1023  STEP  FNA(40)+20 

310  DRAW0,X,0TOX,1023 

320  NEXT 

400  FOR  Y=1-.T0  0123  STEP  FNA(40)+20 

410  DRAW0,0,YTO1023,Y 

420  NEXT 

500  GOTO  100 


40Column  VIC- $29.95! 


But . . .  there's  a  catch. 


We  found  a  way  to  transform  your  cramped 
VIC  screen  into  a  40column,  smooth  scroll-^^ 
ing  text  display.  So  we  created  Terminal-40, 
a  program  for  communicating  by  modem 
witti  networks  such  as  CompuServe  and 
Source.  It's  Inexpensive,  powerful,  and  a 
pleasure  to  use. 

But  we  created  a  problem,  too.  Now 
everyone  wants  all  their  programs  in  40  col- 
umns. That's  the  catch.  Terminal-40  is  only 
for  telecommunications.  But  don  t 
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MODEM 


iConnBOD    i-    HHIL 
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PRIDTEft    TflR    «RaF-HTC&.     JtliT    WIT    VOUB 
tilfitt    TOZMIV,     S.«   UILL    TKV    IT    TOIIICHT 
~m   tET   Vttl   EEQVU    HlHI    IT    H9Un.- 
,        •It,    JHiT    **T    f»E    PUBLIC   1t*nAltl      __ 
PTIi-lTIES.  ^liB   rfcfta   THE  K-C    PET  *^ffr 

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,     «!:&.    HAS  CO'^   $UE   l-^V^    S«  VUCA 

^-     -WKOfr.    Wit-    •!    LEfiS-T    l'»E   J 


So,  plug  in  your  modem  and . 


TERMINAL-40  .  .  .  $29.95 
Requires  8K  or  larger  memory 

expansion    and    modem.    VIC 

printer  optional.  On  cassette. 
Ttiis  is  just  one  of  our  good 

ideas.  Send  for  a  free  brochure 

describing  others. 


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PO  BOX  6148,  KANSAS  CITY,  MO  64110 


ORDER  DESK:  open  9  am  -  4  pm. 

(816)  254-9600 

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Dealer  inquiries  invited. 


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VIC-20 
In  Text 


ADVENTURE  PAK 

2  Advenfutes  Induded 

ADVE^^■URE  -  REQUIRES  8K  OR  16K  MEMORY  CARTRIDGE 
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Program  2. 


10  GRAPHIC  2 

20  REGION  5 

50  DEFFNA(X)=INT(RND(1) *X}+1 

100  FOR  X=l  TO  1023  STEP  FNA(10)+10 

110  DRAW1,X,0TO1023-X,1023 

120  NEXT 

200  FOR  X=l  TO  1023  STEP  FNA(10}+10 

210  DRAWl ,1023,XTO0,1023-X 

220  NEXT 

300  FOR  X=l  TO  1023  STEP  FNA{10)+20 

310  DRAW0,X,0TO1023-X,1023 

320  NEXT 

400  FOR  X=l  TO  1023  STEP  FNA(10)+20 

410  DRAW0,1023,XTO0,1023-X 

4  20  NEXT 

500  GOTO  100 

Program  3. 

10  GRAPHIC  2 

""  REGION  5 

FFNACX)=INT(RND(1) *X)+1 

OR  X=l  TO  1023  STEP  FNA(70)+10 


20 
50 


DEI 


100  FOR  X=l  TO 


fUK  X=i  TO  1023  S 
110  DRAWl ,X,0TO1023,X 
120  DRAWl, 0 ,XTOX, 1023 
130  DRAWl, X, 0TO0 ,1023-X 
140  DRAWl, 1023, XTO1023-X,l! 
150  NEXT 

Program  4. 

10  GRAPHIC  2 

20  REGION  5 

50  DEFFNA(X)=INT(RND(1) *X}+1 

100  FOR  A=l  TO  2 

110  FOR  X=l  TO  1023  STEP  FNA(10)+10 

120  DRAWl, 1023-X,XTOX,0+X 

130  DRAWl, X,1023-XTO0+X,X 

150  NEXTX,A 

Program  5. 

10  GRAPHIC  2 

20  REGION  5 

50  DEFFNA(X) =INT(RND(1)  *X)+1 

100  X=FNA(20) :X1^X 

120  DRAWl, 511-X,511-XT0511  +  X, 511 
-XT0511  +  X,511+  XT0511*X,511  +  XT05 
11-X,511-X 

130  X=X+X1 

140    IFX<511THEN120  © 


TOLL  FREE 

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In  NC  919-275-9609 


PractiColc®  VIC-20  16K  RAM 

The  extiaordmaiY  electronic  shieadsheet  ptogiom 
that  does  iormula  calculations,  replicates  iormulas  and 
data,  has  adjustable  column  width  and  numeric  format, 
over  20  mathematical  functions,  alpha  and  numeric 
sorting,  prints,  and  serves  spreadsheets.  Tape  and  disk 
versions  available S35.00 

Sensational  and  International  Software 
for  Unexpanded  VIC-20. 

FLYSNATCHER  -  You  travel  the  Australian  bush.  Your 
only  source  oi  nourishment  is  flies.  Your  mission  is  to 
ovoid  the  weasel  trying  to  devour  you 
and  survive _    _  S9.95 

FLOWER  POW£B  -  A  flower  is  trying  to  exists  in  the 
Sahaia  Desert .  You  are  its  sole  source  of  nourishment. 
Con  it  depend  on  you? S9,95 

MISSILE  ATTACK  and  SUB  COMMAND  -  (2-game 
pack)  -  You  have  3  probe  ships  to  destroy  bat-like 
mutants  that  have  evolved  from  the  effects  of  a 
nuclear  war.  Beware!!! S9.95 

SPLATMAN  -  A  crew  of  10  men  are  repairing  the 
London  Bridge.  Can  you  prevent  the  horrors  of  an 
instant  death  v/hich  will  be  caused  by 
them  falling? S9.9S 

Sinclair  Timex  1000  16K  RAM  Recfuired 

MUCSY-You  are  the  boss  of  a  Chicago  gang  operating  a 
protection  racket.  Con  you  survive  rival  gongs,  the 
cops,  and  Nick  the  Greek? S6.9S 

MURGAIIROYDS  REVENGE  ~  The  fiendish  Murgatroyds 
axe  on  the  warpath  again.  You  must  fight  off  their 
attack  with  mines,  superglue,  decoys, 
and  more!! ,  59.95 

Other  programs  for  the  VIC-20  or  SINCLAIR  TIMEX  1 0  00 

in  the  areas  of  home  use,  business  applications  educa- 
tional needs,  and  other  games  are  available. 

Older  direct  by  calling  1-800-343-1078. 


We're  looking  for  new  software 

CSA  is  searching  foi  programmers  who  are 
creaiing  software  for  Commodore,  Timex,  or 
Atari.  We  offer  you  an  immediate,  wide  distri- 
bution network.  Contact  us  at  the  address 
belowr. 

We're  looking  for  new  dealers 

CSA  is  a  distributor  for  U.S.  and  foreign 
software.  Call  or  write  us  for  a  complete  list  of 
programs. 


COMPUTER 


Cf»^3i<AV/4^?J 


ASSOCIATES 


50  Teed  Dr.,  Randolph, 

Massachusetts  02368 

617-961-5700 


200    OOMMITI!    Januarv.  1983 


VAir^^n  ""  PERSONAL 
VlV^^i/      COMPUTER 


TOP  10  SALE!! 
ARCADE  GAIVIES 

{VIC-20  TAPE  PROGRAMS) 


Rank 

Name 

List 

Sale 

1. 

Super  Paratrooper 
(Fantastic) 

$24.95 

$19.95 

2. 

Exterminator-Plus 
(Better  than  Centipede) 

$24.95 

$19.95 

3. 

Crici^et 

(Better  than  Frogger) 

$24.95 

$19.95 

4. 

3-D  Hackman 
(3-Dimensional) 

$24.95 

$19.95 

5. 

Snackman 

(Better  than  Packman) 

$19.95 

$15.95 

6. 

Bug  Blast 
(Creepy) 

$19.95 

$16.95 

7. 

Anti  Matter  Splatter 
(Nuclear  Disaster) 

$24.95 

$19.95 

8. 

Bombs  Away 
(Great) 

$18.95 

$15.95 

9. 

3-D  Maze-Escape 

$16.95 

S14.95 

10. 

Krazy  Kong 

$16.95 

$14.95 

BUY  ANY  FOUR  -  DEDUCT  10%  MORE 

VIC-20 
ACCESSORY  SALE!! 


1,  TRACTfON-FRICTION  LINE  PRINTER  This 
new  COM-STAR  deluxe  printer,  prints  8'/i"  x  11" 
full  size  letter  quality  single,  roll  or  fan  fold 
paper,  labels  and  etc.  Impact  dot  matrix  bi- 
directional 40,  66,  80,  132  columns.  Includes  in- 
terface cable  that  plugs  direct  Into  the  VIC-20 
computer,  no  other  costly  interface  is  needed. 
List  $599.00  —  Sale  $399.00. 

2.  UP  TO  60K  EXPANSION  MODULE  Aero  Space 

designed— 6  slot— add  up  to  6  cartridges- 
switch  select  any  program.  Start  and  stop  any 
program  with  reset  button- not  necessary  to 
remove  cartridges  or  turn  off  computer,  saves 
time,  television  and  computer  (one  year  warran- 
ty) List  $149.00  —  Sale  $89.00. 

•  10  DAY  FREE  TRIAL 

.  WE  HAVE  THE  LOWEST  PRICES 

•  ONE  DAY  DELIVERY  EXPRESS  MAIL 

•  FREE  CATALOGS 

WE  LOVE  OUR  CUSTOMERS! 


ENTERPRIZES  (factory directs 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phone  312^382-5244  to  order 


*— '        ^~t  .        SOFTWftRf    iHC 


VIC-20 


CASSETTE  SOFTWARE 


A  new  challenge  every  time 


CRABS 

Agiiny  IS  the  key  10  successfully  guiding  HEft- 
BIE  (ihe  halibji)  ihrough  iNe  ma^e.  avoiding 
Ihe  deadly  gaze  ol  SONIC  CRABS  white  leed- 
ing  on  delectable  mght  crawieis 
The  more  you  eai.  Irte  higher  your  score,  Each 
lime  yoj  dear  lt\e  maie  o(  lasiy  morceis.  you 
will  receive  rnore  time,  addiiionai  in/es.  and  a 
new  group  ol  right  crawlers  as  Ihe  game  ol 
SURVIVAL  commues 

But  beware'  With  Ibe  passing  aliimeyouf  presence  becomes  increasingly  aggravalifig  to 
the  KILLER  crabs  who  lurk  within,  impioving  the  accuracy  ol  their  menactngsonicwa^ii'es 
Set  at  heginn&r  cr  advanced  levels,  each  game  is  played  m  a  totally  new  rnaze.  and  may 
consist  o(  any  nun^ibcf  o(  founds  thai  stan  identically  lor  each  player 
CRABS  can  be  played  using  youf  VIC'20  keyboard  or  )aystic»<.  and  will  work  on  all 
standard  VlC-20  mernory  conliguraiions  


ExCiiing  action  lor  two  players 


TANK  WAR 

Your  opponenl  watches  closely  as  the  BAT- 
TLEFIELD unfolds,  and  you  both  carelu  My  plan 
strategies  lor  the  pending  CONFLICT  Sud- 
denly, both  LASER  TANKS  fire  to  mil  late  move- 
ment Vou  begin  to  thread  the  way  through 
your  home  lernioty.  avoiding  obstructions  and 
buildings,  as  you  proceed  toward  enemy  ground 
Outscore  the  rival  tank  by  desifoymg  enemy 

buildings  as  well  as  placing  direct  hits  on  your  opponent  during  one  to  one  com  bat  Higher 

skill  levels  will  add  additional  targets,,  mountain  irangesand  landmines  to  the  baitie  zone 

for  increasing  EXCITEMENT 

One  ol  three  skill  levels,  with  a  new  battlefield  cieaied  for  each  game,  provides  a  new 

challenge  (or  both  players  every  lime 

TANK  WAR  may  be  played  using  your  V\C-20  keyboard  or  paddles,  and  wril  work  on  all 

standard  \/tC-20  memory  conligurations 

CYCLONS 
Full  Hl-Re»  Graptiics,  Arcsde'^LIke  Action 
Continuing  with  the>i  plan  to  conquer  the  uni- 
verse, the  CVTRON  EMPIRE  has  chosen  your 
sector  as  ihe  lust  targel  «n  our  galany  As 
COMMANDER  ol  the  proleclive  forces,  you 
must  manoeuvre  your  crati,  avoiding  collision 
ar^d  enemy  missiles,  to  aiiack  and  destroy 
enemy  war  ships 

The  CVCLON  fighters  relenifessly  entei  ttie 
battle  zone,  attempting  to  lute  you  mio  making 
errors  thai  will  lead  to  your  Cesinjciion  The 
menacing  PULSAR  DEATH  SHIP  al&o  begins 
to  attack.  Its  only  purpose  to  zero  m  on  your  iocatron,  chase  you  down,  and  put  an  end  10 
your  delense  of  civilization  as  we  Know  it 
Our  future  lies  with  your  skill 

CYCLON  requires  memory  expansion  lo  funchon  Wnen  loaded  on  a  system  with  a  3K 
expander  for  Super  Expander)  you  will  play  an  advanced  level  game  Loading  the  cassette 
onto  a  system  with  flK  or  more  expansion,  you  will  be  allowed  tochoose  between  3  variety 
ol  difticulty/game-feaiure  options  The  game  is  controlled  with  the  VlC'20  joystick 


The  ultfmate  inter-stellar  conthct 


i^r 


Skiii-iesting  defense  against  a  new  evil 


CRITTERS 

Full  HI-Rm  Graphic*.  Arcade-Like  Aclion 


M 


l..-4^C>*-- 


While  mspecling  his  pj-ize  pumpHm  paten,  Mr 
GREENSLEEVES  becomes  awaie  ot  a  flock  of 
strange  CRITTERS  houenng  m  The  sky  above 
Wjthoul  warnmg  small  groups  begm  to  leave 
the  formation  and  dive  m  order  to  knack  him 
down  and  STEAUhe  Iruils of  his  labour  Armed 
only  with  a  revolver,  he  must  nov>  DEFEND  his  crop  agamst  Ihis  new  blight 
You  will  guide  Greensleeves  in  his  COUBAGEOUSellorl  tosawflhe  patch  Run  or  crouch 
in  order  lo  flvQid  the  swooping  MENACE,  and  aitempl  lo  exterminate  the  cniiers  before 
they  can  loot  the  entire  crop  MoSI  imporlani.  once  a  pumpkin  is  siolen.  destroy  the  thief 
belore  he  can  reach  the  flock  (taking  caie  not  to  hit  the  pumpkin}  or  his  prize  will  Be  yO\jf 
loss 

As  Ihe  struggle  progresses,  large^r  llocks  *ill  arrive  and  the  speed  ol  Iheir  allack  will 
increase.  But  don't  despair  New  pumpkins  will  grow  with  your  pomi  total  providing 
additional  opporiuniires  10  successluiiy  lend  ofl  the  raid  When  ihey  succeed  in  clearing 
the  held,  theconllici  is  over 

CRITTERS  requires  a  minimum  ol  8K  memoiy  expansion  and  is  controlled  with  your 
VIC-2Q  joystick 

Check  for  avaitabihty  wilh  your  local  dealer,  or  use  (he  order  form  provided. 
Dealer  enquiries  are  Invited. 


FORWARD  TO:  SYNTAX  SOFTWARE  tHC.  33  ELHHURST  AVE.,  SUITE  502 
WILLOWDALE,  ONTARIO,  CANADA  M2N  EGB  PHONE  (416)  221-800S 

:;  CER:iFi£DCf!EOL;E 

PLEASE  SEND  ME 


_  VONEYOROER 

-.  VIS* 

::  MiSTeR-CARD 

::  AMEniCAisiEiPB£SS 

C^ROtwO     .    ,  ^^— 

EsPLCtTDATC ^ 


SIGNATURE 

Please  Pnnl 

NAME^__ 

ADDRESS_ 


CRABS         (S  S15.S5  (U,S.KS18-9S  (CDNJ  ' 

_  TANK  WAHli  J15,95  (U.S.)/$1fl.95  (CONJ  -■ 

..     CYCLONS  i<i  $19-95  (U,S.)/$23.95  <CDN4  - 

_.    CRITTERS  (t:  $t9.95  (U.S.)/J23.95  (CDN.)  " 

Shippinc)  and  Handling  .::  S1.00  per  Catsetle  ^ 

^_  Ontario  Residents  Pl«aft«  Add  7U  Sales  Tax  - 

TOTAL  ^ 


POSTAL 
CODE.  ZIP 


VIC-20 13  a  registered  iraoemark  of  CommoOOre  BuSmess  Machines  Inc 


Download/ Upload  For  The  Atari 


Frank  C  Jones,  Silver  Spring.  MD 


Use  this  to  I HDisfer  programs  and  text  files  to  or  from 
your  Atiiri  iisin^  a  modem  mid  the  telephone  lines. 


The  program  described  in  this  article  was  de- 
veloped over  several  months,  with  feedback  from 
many  people.  1  started  writing  it  primarily  because 
I  was  too  cheap  to  go  out  and  buy  one.  I  wanted 
to  try  out  my  new  communications  hardware  and 
look  into  some  of  the  electronic  bulletin  boards 
that  I  liad  heard  about.  Furthermore,  I  used  a 
mainframe  computer  in  my  work,  and  I  thought 
that  it  would  be  convenient  to  be  able  to  access  it 
from  the  privacy  of  my  home. 

My  first  approach  was  to  copy  a  short  BASIC 
program  by  Henrique  Veludo  from  COMPUTE! 
(February  1981,  #9).  This  worked  fine  until  I 
realized  that  a  lot  of  the  text  went  by  too  fast  for 
me  to  read.  1  tried  POKEing  the  incoming  charac- 
ters into  a  string,  hoping  to  print  it  out  later,  but 
this  was  too  slow;  characters  were  being  dropped, 
making  things  a  bit  hard  to  read.  This  led  to  an 
assembly  language  routine  to  speed  things  up  a 
bit,  and  before  I  knew  it  I  was  on  my  way. 

It  wasn't  long  before  I  had  added  the  upload 
capabilitv  so  that  1  could  transfer  programs  and 
text  files  to  friends  who  had  computers  and 
modems.  About  this  time  I  joined  the  downtown 
Atari  club  of  Washington,  D.C.,  and  discovered 
their  ARMUDIC  bulletin  board,  developed  and 
operated  by  Frank  Huband. 

After  several  weeks  of  enjoying  the 
capabilities  of  this  system  and  downloading  lots 
of  useful  programs,  I  discovered  that  some  of  the 
members  did  not  have  terminal  programs  that 
would  do  some  of  the  things  that  mine  would  do. 
1  offered  to  give  my  program  to  the  club  and  sub- 
sequently uploaded  it  to  the  ARMUDIC  BBS. 

I  got  calls  about  problems.  I  got  calls  with 
complaints.  I  got  calls  with  suggestions.  When  I 
next  talked  to  Frank  Huband,  I  discovered  that  he 
had  picked  up  a  few  suggestions  and  complaints 
too.  We  started  working  together  to  incorporate 
as  many  of  the  more  reasonable  ideas  as  we  could, 
and  over  the  next  few  months  the  program  grew. 

Since  this  article  was  intended  to  be  utilitarian 
rather  than  tutorial,  I  have  included  no  discussion 
of  how  the  program  does  what  it  does.  Instead,  I 
have  included  complete  instructions  on  its  use 

202    COMPtmi    January.  1983 


and  the  BASIC  listing.  There  are,  however,  a  few 
peculiarities  about  the  program  that  should  be 
pointed  out  before  we  get  into  its  operation. 

Two  Cautions 

You  may  have  already  noticed  that  the  statements 
on  line  90  are  preceded  by  a  REM  so  liiat  they  are 
not  executed.  This  line  is  to  be  used  only  by  those 
people  who  find  that  the  BREAK  function  does 
not  work  as  described  on  their  machines.  The 
fault  lies  not  in  the  computer,  but  in  the  850  Inter- 
face Module. 

Whenever  concurrent  I/O  is  turned  on,  the 
RS-232  port  handler  substitutes  its  own  interrupt 
handlers  for  the  ones  in  the  OS  ROM.  This  is  nec- 
essary because  concurrent  I/O  handles  the  serial 
bus  interrupts  differently  from  the  way  the  operat- 
ing system  handles  them.  The  machine  language 
portion  of  JTERM  detected  pressing  of  the  BREAK 
key  by  sensing  what  the  850  interrupt  handlers 
did  with  it.  Of  course,  this  was  too  good  to  last: 
newer  versions  of  the  850  Module  handle  the 
BREAK  key  by  ignoring  it  (undocumented). 

This  leads  us  to  line  90;  it's  a  patch  into  the 
interrupt  handler  (new  version)  that  enables  the 
BREAK  key.  Wnrnino:  if  the  BREAK  function 
works  on  your  machine  without  line  90,  do)i't  use 
it;  it  will  cause  a  crash  if  used  with  the  older  version 
handlers.  So  try  it  without  line  90  first,  and  remove 
the  REM  if  you  find  the  BREAK  key  does  nothing 
when  you  press  it. 

A  further  warning:  this  program  should  not 
be  renumbered  unless  the  subroutine  at  lines 
2080-2110  is  changed.  This  routine  removes  all  of 
the  data  statements  and  initialization  code  after 
they  are  used  to  gain  as  much  memory  space  as 
possible  for  the  text  buffer.  If  the  program  is  re- 
numbered and  this  routine  is  not  changed  accord- 
ingly, it  will  perform  fatal  surgery,  and  whatever 
is  left  won't  be  of  much  use.  (To  find  out  more 
about  how  this  routine  works,  see  mv  article  in 
COMPLITEI's  Second  Book  Of  Ahvi.) 

For  those  of  you  who  have  some  download 
capability  already,  the  latest  version  of  this  pro-  . 
gram  is  available  (free)  from  the  ARMUDIC  BBS 
(202)  276-8342.  The  program  is  available  under 
the  name  of  JTERM32  (or  JTERM33  or...  who 
knows  what  version  will  be  available  by  now;  this 
thing  seems  to  have  a  life  of  its  own).  For  the  rest 


Experience  the 

Magazine 

of  the  Future  .  .  . 


TM 


for  the  Atari  400/800 


The  Programmer's   Institute's  magnetic  magazines 
will  entertain,  educate,  and  challenge  you. 

Each  issue  features  ready-to-load  programs  ranging  from 
games,  adventures,  home  applications  and  utilities  to  personal 
finance,  educational,  and  our  unique  teaching  programs.  Our 
magazines  include  fully  listabic  programs,  a  newsletter  con- 
taining descriptions  and  instructions  for  all  programs,  and  notes 
on  programming  techniques  used, 

Vicvideo  for  the  VIC-20  is  here.  Call  for  details. 

ORDERING  INFORMATION 

Subscriptions*      Cassette        Diskette 

Year  (10  issues)       S50.00 


orders  only,  toll  free  number: 

1-800-334-SOFT 


Vi  Year  (5  issues)    $30.00 

Trial  Issue  510.00 

*  Add  $2.04)  pc>slat<e  and  handling. 
MX  SOI-TWARK  RI';QUIRHS  16K. 


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See  your  local  dealer  or  order  direct: 
THE  PROGRAMMER'S  INSTITUTE 

a  division  of  KUTURKHOUSE 
P.O.  BOX  3191,  DEPT.  C 
CHAPEL  HILL,  NC  27514 

m  m 

for  information: 

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Mon-Fri  10-6;  Sal  11-3 


A  I      ■'  Dinnmntnttm  iiinwiBwiTiriiwi* 

^^^^ 

ATARI     ; 

800  (16K) $649.00 

400  16K 279.00 

400YOaRSto32Kor48K  CALL 

410  RECORDER  79.00 

810  DISK  DRIVE  449.00 

850  INTERFACE  165.00 

830  MODEM 149.00 

825PR1MTER 575.00 

481  ENTERTAIMER  KIT  79.00 

484  COMMUNICATOR  KIT 309.00 

PRINTERS  —  Atari,  Epson,  Smith  Corona  CALL 

Prices  subject  to  change  without  notice. 
Shipping  extra.  No  tax  out  of  state. 
Ca.  residents  add  appropriate  taxes. 

WE  ARE  AN  AaTHORlZED  ATARI  SALES  AND 
^^^     SERVICE  CENTER 

I        COMPUTERTIME,  INC. 

P.O.  Box  216 
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CALL  TOLL-FREE  800-227-2520 

In  California  800-772-4064 

For  product  and  price  list:  send  S2.00  for  shipping. 


TOTAL 
CONTROL 


COMMAND 

CONTROL 

JOYSTICK 


ARCADE  QUALITY  CONSTRUCTION 
TWO  FIRE  BUTTONS  {TOP  &  BASE) 
ADAPTERS  TO  OTHER  COMPUTERS  AVAILABLE 
FULL  ONE  YEAR  WARRANTY 


FOR  ATARI  . 
FOR  APPLE 
FOR  TRS.80 


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49.95*    INCL  ADAPTOR 
39.95*    INCL.  ADAPTOR 


■ADD  M  PER  ORDER  FOR  POSTAGE  AND  HANDLING  •  CHECK.  MONEY 
ORDER.  MASTERCARD  OR  VISA.  CO.D.  (COD,  CHARGES  ADDED)  •  FLA, 
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GATOR  MARKETING  ENTERPRIZES,  INC. 

283  E.  HWY.  434  •  LONGWOOD,  FL  32750 
(305)  339-3848 

'   DEALER  INQUIRIES  INVITED  -  PfllCES  SUBJECT  TO  CHANGE 


of  you,  type  it  in,  being  very  careful  with  the  data 
statements;  an  error  here  will  probably  make  the 
system  crash.  Then  read  the  instructions  and  start 
communicating. 

Starting  Up 

JTERM  is  a  download/upload  terminal  program 
for  the  Atari.  It  was  written  in  BASIC  and  assembly 
language  to  combine  ease  in  setting  up  and  speed 
when  in  the  actual  terminal  mode. 

Note  that  an  AUTORUN.SYS  file  with  the 
RS-232  handler  boot  routine  must  be  on  disk  and 
booted  when  you  turn  on  your  machine,  if  you 
are  using  a  disk.  The  DOS  command  will  cause 
the  RS-232  handlers  to  be  overwritten,  so  you 
must  either  have  a  MEM.SAV  file  on  your  disk  or 
re-boot  the  handler  after  making  a  DOS  call.  Fur- 
thermore, it  appears  that  the  NEW  command 
damages  or  wipes  out  the  port  handler  as  well. 
Therefore,  you  should  always  reboot  the  handler 
after  using  this  command.  An  additional  note: 
JTERM  assumes  that  the  modem  is  connected  to 
RS-232  port  #1.  Also,  the  850  Interface  must  be 
switched  on  before  booting  the  disk. 

JTERM  is  LOADed  as  a  BASIC  program,  and 
when  RUN  it  POKEs  the  machine  language 
routine  into  a  string  called  PROGS.  While  this  is 
going  on,  the  screen  is  black.  After  this  set-up 
period  is  over,  the  first  menu  appears  on  the 
screen,  along  with  information  about  the  size  and 
location  in  RAM  of  the  available  text  buffer.  All 
menu  choices  are  made  by  simply  typing  the  ap- 
propriate key  that  is  highlighted  in  inverse  video. 
(Type  an  ordinary  character,  not  an  inverse  video 
one.) 

The  first  choice  to  make  is  whether  you  wish 
to  Download  a  file  from  the  host  computer  or 
Upload  a  file  to  the  host  computer.  If  you  wish  to 
do  simple  communication  without  file  transfer, 
Download  is  the  proper  mode  to  choose.  After 
you  choose  between  the  Download  anci  Upload 
modes,  your  next  choice  is  between  no  translation 
(None),  Light  translation,  and  ATASCII.  With 
Light  translation,  all  high  order  bits  are  stripped 
from  all  outgoing  and  incoming  characters,  and 
the  ATASCII  EOL  character  (155)  is  changed  to 
the  ASCII  CR  character  (L3)  on  output  and  vice 
versa  on  input.  No  translation  and  ATASCII 
modes  means  that  the  850  Interface  Module  does 
no  changing  of  characters  during  either  input  or 
output.  However,  be  warned  that  the  program 
does  some  translation  itself-  more  about  that 
later. 

The  next  choice  is  between  the  various  modes 
of  outgoing  parity  setting.  (Note:  incoming  parity 
is  not  checked  or  changed  by  this  program,)  You 
should  always  select  None  if  you  have  selected 
no  translation  because  setting  the  parity  on  output 
will  change  the  high  order  bit  that  was  presumably 

204     COMPUTEI     JanuOIY.  1VS3 


to  be  preserved.  This  option  was  included  for  the 
users  who  wish  to  access  mainframe  computers 
that  require  certain  parity  configurations. 

At  this  point,  if  you  choose  Upload  you  will 
be  asked  for  the  filespec  of  the  file  to  be  uploaded. 
When  this  has  been  entered,  the  file  will  be  loaded 
into  RAM  and  then  listed  to  the  screen  as  a  check. 
You  will  then  enter  the  terminal  mode.  But  if  you 
choose  Download,  you  will  go  directly  from  the 
parity  choice  to  the  terminal  mode  without  going 
through  the  file  loading  routine. 

Terminal  Operations 

Whenever  you  enter  the  terminal  mode,  the  flag 
(i.e.,  inverse  video  word)  TERMINAL  will  appear 
at  the  top  of  the  screen.  This  informs  vou  that 
you  are  now  in  the  machine  language  portion  of 
JTERM.  While  you  are  in  this  mode,  vou  may 
send  data  to  and  receive  data  from  a  host  com- 
puter, provided  all  of  the  appropriate  connections 
have  been  made.  You  may  toggle  the  memory 
save  function  off  and  on  bv  pressing  the  SELECT 
button;  the  flags  MEMSTC3rE  ON  and  MEM- 
STORE  OFF  will  be  printed  on  the  screen  as  you 
toggle  the  memory. 

While  the  memory  save  option  is  in  effect,  all 
incoming  characters  will  be  stored  in  sequence 
until  the  buffer  is  full.  If  the  buffer  should  fill  up, 
the  flag  MEMORY  FULL  will  be  printed  on  the 
screen.  Note:  If  you  have  filled  your  buffer  prior 
to  an  Upload,  you  should  not  turn  on  the  memorv 
save  feature  until  you  have  completed  the  Upload. 
Otherwise,  the  incoming  characters  will  overwrite 
your  file. 

When  you  enter  the  terminal  mode,  you  will 
be  in  full  duplex  (i.e.,  only  those  characters  that 
are  received  are  printed  on  the  screen  and  stored 
in  memory).  If  the  host  computer  echoes  all  char- 
acters that  it  receives,  these  characters  will  be 
incoming  and  will  be  printed  and  saved  if  desired. 
If  the  host  computer  operates  in  half  duplex,  it 
cannot  send  and  receive  at  the  same  time,  so  it 
will  not  echo  the  characters  that  it  receives  from 
you.  In  this  case  you  should  turn  on  the  half 
duplex  mode.  You  can  toggle  between  half  and 
full  duplex  by  pressing  the  OPTION  button. 
Whenever  you  do,  the  flags  HALF  DUPLEX  and 
FULL  DUPLEX  will  be  printed  on  the  screen  as 
appropriate. 

Leaving  Terminal  Mode 

When  you  are  readv  to  leave  the  terminal  mode, 
you  may  do  so  by  pressing  the  START  button. 
When  you  do,  one  of  three  things  will  happen, 
depending  on  the  circumstances.  If  you  have 
chosen  the  Upload  option  and  have  not  yet  up- 
loaded the  file,  you  will  go  into  the  upload  mode. 
The  flag  UPLOADING  will  appear  on  your  screen, 
and  the  buffer  will  be  printed,  25  characters  at  a 


time,  to  the  computer  on  the  other  end  of  the 
line.  During  this  period  you  will  still  see  all  in- 
coming characters  displayed  on  your  screen,  so, 
if  the  host  computer  is  echoing  your  transmission, 
you  can  watch  the  upload  progress.  When  the 
upload  is  complete,  you  will  reenter  the  terminal 
mode,  this  time  in  Download  mode. 

If  you  exit  the  terminal  mode  without  saving 
anything  to  memory,  you  will  automahcally  bail 
back  out  to  the  main  menu,  and  you  may  start 
another  session  with  different  parameters  if  you 
wish. 

If  you  were  in  Download  mode  and  saved 
anything  at  all  in  memory,  when  you  press  START 
you  will  be  asked  for  the  filespec  of  the  file  to 
which  you  wish  to  save  your  memory,  or  you  can 
type  RETURN  for  further  options  (more  about 
this  in  a  moment).  If  you  enter  a  filespec,  this  can 
be  the  cassette  (C:),  the  printer  (P:),  the  screen 
editor  (E:),  or  a  disk  file  (DiFILENAME).  After 
you  enter  the  filespec,  the  saved  memory  will  be 
written  to  the  file,  and  you  will  be  told  that  you 
may  reenter  the  terminal  mode  bv  pressing 
START. 

If,  however,  vou  wish  to  save  the  memorv  to 
another  file  before  returning  to  the  terminal  mode, 
press  START  and,  before  relcnsiiig  the  start  button, 
press  the  OPTION  button.  This  will  bring  you 
back  to  the  request  for  a  filespec.  This  may  be 
repeated  as  many  times  as  wished. 

If  you  simply  type  RETURN  instead  of  a 
filespec,  you  will  be  presented  with  a  menu  of 
three  alternative  choices.  Pressing  OPTION  will 
erase  your  memory  buffer  and  return  you  im- 
mediately to  the  terminal  mode  without  changing 
any  parameters.  Pressing  START  will  erase  the 
buffer  and  return  you  to  the  main  mode  selection 
menu  where  you  may  reset  any  or  all  parameters. 
Einally,  pressing  SELECT  will  return  you  to  the 
main  mode  menu  while  presenmg  everything 
saved  in  the  memory  buffer. 

Internal  Translations  And 
Ottier  Features 

When  you  choose  between  Light  and  No  transla- 
tion in  the  second  menu,  you  are  choosing  the 
configuration  of  your  850  Interface  Module  RS-232 
ports.  You  should  read  your  850  instruction  man- 
ual for  information  about  these  configurations. 
This  program  does  some  additional  translation  of 
its  own,  however. 

First  of  all,  nothing  that  comes  in  from  the 
port  is  changed  at  all  before  it  is  stored  in  memory. 
Therefore,  if  you  choose  AT  ASCII  or  No  transla- 
tion for  your  port,  you  will  save  in  memory  every- 
thing exactly  as  it  was  sent.  There  will  be  some 
translation,  however,  before  it  is  displayed  on  the 
screen.  For  example,  no  control  characters  (ASCII 
values  <  32)  are  displayed.  This  means,  for  in- 


stance, that  you  will  not  see  line  feeds;  they  will, 
however,  be  stored  and  can  mess  up  a  program 
that  you  are  downloading.  You  should  not  ask  for 
line  feeds;  you  do  not  need  them  even  if  the  test 
messages  are  single  spaced. 

The  carriage  return  character  (ASCII  13)  is 
translated  to  the  ATASCII  EOL  character.  The 
printer  bell  character  (ASCII  7)  is  translated  to  the 
console  bell  (ATASCII  253).  Finally,  the  ASCII 
backspace  character  (ASCII  8)  is  changed  to  the 
ATASCII  DELETE/BACKSPACE  (ATASCII  126). 
Again,  none  of  this  translation  affects  what  is 
stored  in  memory;  everything  is  stored  exactly  as 
it  is  received. 

In  ATASCII  mode,  no  translation  is  done  on 
any  outgoing  characters;  everything  is  sent  exactly 
as  it  comes  from  the  keyboard.  In  the  No  transla- 
tion mode,  two  characters  are  changed.  The 
DELETE/BACKSPACE  character  is  changed  to 
the  ASCII  backspace  character  so  that  the  key  will 
have  the  same  function  with  most  host  computers 
that  it  does  in  the  Atari.  Also,  the  RETURN  key 
or  EOL  (ATASCII  155)  is  changed  to  the  ASCII 
carriage  return  (ASCII  13)  before  it  is  sent.  In  light 
translation,  the  850  module  would  do  this  trans- 
lation automahcally,  but  in  the  no  translation 
mode  it  would  not  be  done.  There  were  enough 
situations  in  which  inverse  video  characters 
(ASCII  values  >  =  128)  could  be  sent  and  received, 
but  the  host  computer  would  still  not  recognize 
the  EOL  character  to  warrant  this  feature. 

In  half  duplex  operation,  after  a  character  has 
been  sent  to  the  port  it  is  handed  over  to  the 
input  routine  and  handled  just  like  any  other 
incoming  character. 

An  additional  feature  of  JTERM  is  the  ability 
to  send  a  computer  "BREAK"  by  simply  pressing 
the  BREAK  key.  This  will  cause  the  screen  to 
flash,  a  beep  to  sound,  the  flag  BREAK  to  be 
printed  on  the  screen,  and,  last,  a  true  break 
signal  (approx.  0.5  sec.  of  SPACE  tone)  to  be  sent. 
(If  all  of  this  doesn't  happen,  see  the  discussion  in 
the  introduction.)  Sending  the  BREAK  signal  will 
not  be  of  much  use  when  you  are  connected  to  a 
BBS  since  most  of  them  do  not  recognize  it,  but  it 
can  be  essential  when  you  are  connected  to  a 
mainframe  computer  whose  attention  cannot  be 
gotten  any  other  way. 

You  should  note,  however,  that  the  BREAK 
routine  passes  briefly  through  BASIC.  Should  it 
be  pressed  more  than  once  in  rapid  succession, 
you  can  cause  a  standard  BASIC  BREAK  and 
terminate  the  program.  If  you  should  terminate 
the  program,  accidentally  or  on  purpose,  do  not 
attempt  to  re-RUN  it.  Instead,  restart  it  with  GOTO 
100.  When  the  program  is  RUN  for  the  first  time, 
all  of  the  DATA  statements  and  most  of  the  in- 
itialization statements  are  removed  to  make  more 
room  for  the  buffer;  it  cannot,  therefore,  be  re- 


Januarv.»83    COMPUTO    206 


initialized  without  crashing. 

One  added  note:  when  the  terminal  mode  is 
entered  for  the  first  time,  the  DTR  line  on  RS-232 
port  #1  is  set  for  those  modems  that  monitor  this 
line. 

Guidelines  For  Using  JTERI^^ 

The  JTERM  menus  were  designed  to  provide 
maximum  flexibility  in  communicating  with  many 
different  types  of  computers,  terminals,  and 
bulletin  board  systems.  This  may  cause  some 
confusion,  so  here  are  some  general  guidelines: 

•  Most  often,  you  will  select  Download, 
Light  Translation,  No  Parity,  and  Full  Duplex. 
This  should  work  fine  when  communicating  with 
information  utilities  such  as  CompuServe  and 
The  Source,  as  well  as  with  most  bulletin  boards. 

•  For  communicating  between  Ataris,  choose 
the  ATASCn  mode  instead  of  Light  Translation. 
This  allows  full  compatibility  between  characters 
sent  and  received.  Also  select  half  duplex  instead 
of  full  duplex. 

•  For  downloading  TRS-80  graphics  from  TRS- 
80  bulletin  board  systems,  choose  No  Translation. 

•  Usually  you  won't  have  to  select  a  Parity 
option  unless  communicating  with  a  mainframe 
computer. 

•  The  half/full  duplex  option  accomplishes 
with  software  what  the  half/full  duplex  switch  on 
some  modems  does  with  hardware.  This  option 
was  included  for  those  users  whose  modems  lack 
the  duplex  switch. 


130 
140 


150 

160 
170 

leo 


190 

200 

210 
220 


230 
240 


250 


260 

270 
280 
290 
300 
310 
320 

330 


10  REM  JTERM{3  SPACES} < VERSION  3.2> 

{12  BPACES>by  Frank  C.  Jones  Julyl 

0, 1982 
20  DIM  PRDG* (379) ,PR0B2* (7) , SPOOL* ( 15 

> , IN* (26) 
30  C0N=S3279: POKE  559,0: IF  PeEK(ADR(P 

R0G*))=104  AND  PEEK (ADR ( PROS*) +378 

)=216  THEN  50  360 

40  FOR  1=1  TO  379:READ  A ; PROG* ( I , I ) =C  370 

HR«  <A)  :NEXT  I 
50  DIM  MSG« (65) : RESTORE  2000:FOR  1=1 

TO  65:READ  A : MBG* < I , I ) =CHR» ( A ) : NEX 

T  1 
60  DIM  St (5) , T* (8) , U* (9) : FOR  1=1  TO  5 

:READ  A: S* ( I , I ) =CHR* (A) : NEXT  I : FOR 
1=1  TO  SiREAD  A: T* ( I , I ) =CHR* (A) : N 

EXT  I 
70  FOR  1=1  TO  9:READ  A : U» ( I , I) =CHR« ( A 

):NEXT  I:DIM  BR«(7):FOR  1=1  TO  7:R 

EAD  A: BR* ( I . I ) =CHR« ( A) ; NEXT  I 
80  FOR  1=1  TO  7:READ  A : PR0G2* ( I , I > =CH 

R*(A):NEXT  I  : FLAG  =  0 
90  REM  FOR  1=1  TO  3:READ  A:POKE  8457+ 

I,A:NEXT  I;FOR  1=1  TO  SjREAD  A:P0K 

E  1663+1 , AsNEXT  I 

GOSUB  2080: N=FRE (0> -256; DIM  TXT*(N 

) 


340 


350 


380 

390 
400 
410 
420 
430 


435 


440 


95 

100 

1  lO 
120 


SETCOLOR  2, 9, O: PR06* (200, 200)=CHR  445 
«  (  13)  : PROB* ( 192,  192) =CHR* (8) 

POKE  82,0:PRINT  "CCLEAR>";  450 

PRINT  N-1;"  BYTES  OF  MEMORY  AVAIL  460 

ABLE":PRINT  " FROM- "; ADR ( TXT* ); "  T  465 


0-"  ; ADR (T 
CLOSE  #1: 
POKE  752, 
erat  i  on  M 
<TAB> " ; CH 
SPRINT  " { 
POKE  559, 
:  IF  ANS  =  6 
IF  ANS=B5 
GOTO  110 
POKE  752, 
{TABJTran 
INT  "{TAB 

: PR  I  NT  " 
PRINT  :PR 
ASCII " 
POKE  752, 
HEN  MDDE- 
IF  ANS=7S 
IF  ANS-65 
200)=CHR« 
«  (126)  sGO 
GOTO  180 
POKE  752, 
{TAB>P*ri 
";CHR»(20 
{TAB>"5CH 
PRINT  :PR 
en"! PRINT 
)  ;  "et  " 
POKE  752, 
HEN  PARIT 
IF  ANS=79 
IF  ANS=69 
IF  ANS=B3 
GOTO  240 
IF  UPLD  T 
PRINT  "{C 
, 0: IF  NO 
CLOSE  #2: 
#2, MODE+P 
2  ,  0  ,  "  R  "  :  X 
A=USR (ADR 
ADR (M5G«) 
590 
IF  A=ADR( 

CLOSE  #2 
ON  UPLD+1 
IF  UPLD  T 
320 

PRINT  "PR 
ERMINAL  M 
IF  PEEK(C 
IF  PEEK(C 
IF  PEEK(C 
GOTO  320 
CLOSE  #2: 
NTER  OUTP 
{4  SPACES 
IONS":?  : 
POKE  702, 
PUT  SPOOL 
HEN  470 
?  "{CLEAR 
bu-f  -f  er  ;  t 
ai  ns  buf  -f 
>  erases 
I=PEEK (CO 
TO  lOO 
IF  1=6  TH 
IF  1=3  TH 
GOTO  445 


XT* ) +N-2 
OPEN  #1 , 4, O, "K" 
IsPRINT  "{2  DDWN>{TAB>Op 
□dB:":PRINT  :PRINT  " 
R* ( 1 96) ; " own 1 oad ": PRINT 
TAB> " ; CHR* (213) ; "pi oad" 
34:P0KE  752,0:GET  «1,ANS 
S  THEN  UPLD=O;60T0  180 
THEN  UPLD=1:G0T0  ISO 

liPRINT  "{CLEAR>{2  DOWN} 
slation  Mode: " ; PRI NT  : PR 
>";CHR« (206) ; "one" : PRINT 
<TftB> " ; CHR* (204)  ;  "ight  " 
INT  "  {TAB> " ; CHR* ( 193)  ;  "T 

0;BET  #1,ANS:IF  ANS=76  T 

0:GOTO  240 
THEN  MODE-32:GOTO  240 
THEN  MDDE=32:PR0G« (200, 

(155) :PROG» ( 1 92 , 1 92) »CHR 

TO  240 

1  I  PRINT  "{CLEAR>{2  DOWNJ 
tys":PRINT  sPRINT  "{JABJ 
6)  ;  "DriB"  SPRINT  i  PR  I  NT  " 
R* (207) ; "dd" 

INT  "  {TAB>" f CHR»(197)  I  "V 
:PRINT  "{TAB> "; CHR* (21 1 

0:BET  «1,ANS:IF  ANB-78  T 

Y=0:QOTO  310 
THEN  PARITY-1 jSOTD  310 
THEN  PARITV=2!G0T0  310 
THEN  PARITY=3!B0T0  310 

HEN  GOSUB  490 
LEAR>{2  TAB> " ; T«: POKE  65 
T  FLAG  THEN  A=ADR(TXT*) 
OPEN  #2, 13, 0, "R" : XIO  38, 
ARITY, 0,  "R" : XID  34, #2,  19 
10  40, #2, 0, 0, "R" 
(PROG*) , A, ADR (TXT*) +N-1 . 
) ! IF  PEEK (207) =128  THEN 

TXT*)  AND   NOT  UPLD  THEN 
:BOTO  100 

GOSUB  430,650 
HEN  UPLD=0: TXT*="" : GOTO 

ESS  ":S*;"  TO  RE-ENTER  T 

DDE" 

0N)<>6     THEN     390 

ON) =6  THEN  400 

ON) =2  THEN  360 

?  "{CLEAR>{4  DOWN>{TAB}E 

UT  FILENAME":?  " 

JOR  HIT  <RETURN>  FOR  OPT 

?  "CTAE>"; 

64:P0KE  65,3:TRAP  560:  IN 

*:FLAG=0:IF  SPOOL*<>""  T 

>{2  DOWN><START>  erases 
D  menus":?  "<SELECT.V  ret 
er;  to  menus":?  "<DPTIDN 
bu-f-fer;  to  terminal" 
N):IF  1=5  THEN  FLAG=1;G0 

EN  100 
EN  320 


206    COMFUTH    Januorv.1983 


470 
480 
490 

500 
510 

S20 
530 
540 

550 

560 


570 
580 

s<?o 


CLOSE  *3:DPEN  #3 , B, O , SPOOL* : I F  SP 

OOL* ( 1 , 1 ) ="E"  THEN  SETCOLOR  2,9,0 

TXT* <A-ADR (TXT*) +1 ) ="  "iPRINT  #3; 

TXT*;CLOSE  <t3:RETURN 

PRINT  "  {CLEAR!  {4  DOWN>  <:TAB>  ENTER 

UPLOAD  FILENAME" :PRINT  :PRINT  " 

CTABJ"5  5POKE  702, 64; INPUT  SPOOL*: 

TXT*="  " 

TRAP  5&0:CLOSE  «3:OPEN  »3,4,0,SP0 

OL«:TRAP  4:POKE  65,3 

AD  =  ADR<TXT*>-.XX=INT(AD/256>:  WW  =  AD 

-XX*2  56! ZZ=INT( (N-1) /256) : YY=<N-1 

) -ZZ*256 

IOCS  =  3-.  BOSUB  620;  TXT*  <QD+i  )  ="  " 

IF  PEEK(883)=136  THEN  550 

PRINT  "ERROR  "; PEEK { 883) ; "  DURING 

TEXT  LOAD":STOP 
CLOSE  #3:PRINT  TXT*:FOR  1=1  TO  50 
OsNEXT  I:RETURN 
PRINT  "{CLEAR>C4  DOWN> <TAB> UNABLE 

TO  OPEN  "; SPOOL*: PRINT  "{TAB>PRE 
SS  ";S*;"  WHEN  READY" 
IF  PEEK(C0N)<>6  THEN  570 
GOTO  PEEK ( 186) +256«PEEK <  187) -10 
CLOSE  #2:SETC0L0R  2, 1 3, 1 O: SOUND  0 
, 30,  10,  15: X  ID  34, #2, 2 ,  1 5,  "R"  : FOR 
1=1  TO  20:NEXT  IsXIO  34,#2,3,0,"R 


3:  1060 


1,070 


lOSO 


1090 


1  100 


1110 


1  J20 


1  130 


1  140 


60O 
610 
620 


630 
640 

650 

660 
670 
680 

690 

700 


710 
720 
730 


SOUND  0, 0,0,0: SETCOLOR  2,9,0 
PRINT  BR«;60T0  330 

POKE  834+I0CB»16, 7: POKE  836+I0CB« 
16,WW;PaKE  837+I0CB>16, XX; POKE  84 
0+I0CB*16, YY: POKE  a4  1+IDCB*16, ZZ 
K  =  USR (ADR  <PR0G2*)  ,  IDCB«16) 
QQ  =  PEEK (B40+I0CB*16) +256tPEEK  C841 
+IDCB*16) 5RETURN 

PRINT  '■{CLEARX4  D0WNX2  TAB>";U« 
LL  =  LEN  <TXT*)  : LN= I  NT ( LL/25 ) + 1 
FOR  1=1  TO  LN 

IF  I=LN  THEN  PRINT  #2; TXT* ( ( I - 1 ) « 
25+1 ) ; : GOTO  700 

PRINT  #2;  TXT*  <  (  I-l  )  »25  +  l  ,  1*25)  -, 
STATUS  #2,B: BY=PEEK <747) : IF  BY  TH 
EN  GET  »2,A:PRINT  CHR* < A ) ; : GOTO  7 
00 

NEXT  I 

FOR  1=1  TO  20 

STATUS  #2,B: BY=PEEK:747) ! IF  BY  TH 
*»2,A:PRINT  CHR*  <  A  )  ;  :  SOTO  7 


GET 


740 
750 

1000 


1010 


1020 


1O30 


1040 


1050 


EN 

30 

NEXT  I 

PRINT  "  <:TAB>UPL0AD  COMPLETE"  :  FOR 

1=1  TO  500:NEXT  IjRETURN 
DATA  104, 104, 133, 213, 104, 133, 212 
,  104,  133,215,  104,  133, 214,  104,  133 
,225, 104, 133,224, 169, 128, 133, 216 
, 169, 0 

DATA  133,226,133,207,172,31,208, 

192, 7, 240, 112, 192, 6, 208. 1, 96, 192 

,5,  208,  32,  172,  31,  208,  192,5 

DATA  240,249, 164, 216, 192, 255, 240 

,90, 152, 73, 128, 1 33 , 2 1 6 , 208 . 6, 169 

,  12,  133, 2  17, 208, 36,  1 69 , 25 ,  1 33 , 2 1 

7 

DATA  208,30,192,3,208,67,172,31, 

208, 192,3,240,249, 164, 226, 152, 73 

,  128,  133, 226, 208, 6,  169, 51 ,  133 

DATA  217,208,4,169,38.133,217,24 
, 165,224, 101,217, 141, 68, 3, 165,22 
5,105,0,141,69,3,169,14,141 
DATA  72,3,169,0,141,73,3,169,11, 


1  150 
2000 


141,66,3, 162,0,32,86,228, 169,0,2 

40. 2, 240, 137, 173, 252 

DATA  2,20  1 ,255,240,54, 162,32, 169 

,  1 1  ,  157, 66, 3,  169,0,  157, 72, 3,  157, 

73, 3, 162, 16, 157, 72, 3 

DATA  157,73,3,169,7,157,66,3,32, 

86, 228, 201 . 126, 208, 4, 169, 8,208,6 

,201 ,  155,208,2,  169,  13 

DAi"A  162,32,32,86,228,164,226,20 

8, SO, 165, 17, 20B. 9, 169, 128, 133, 17 

,  133,207,96,240,243,  162,32,  169 

DATA  13,157,66,3,32,86,228,173,2 

35,2,201 ,0,240, 16  3, 169,7, 157,66, 

3.169,0,157,72,3,157 

DATA  73,3,32,86,228,192,154,240, 

210, 164,216,208, lO, 1 62, O, 129,212 

,230.2  12,208,2,230,213,201 , 13 

DATA  208,4,169,155,208,20,201,7, 

208, 4, 169, 253, 20B, 1 2 , 20 1 , 8 , 20B , 4 

,  169,  126,  208, 4,  201  ,32,  144 

DATA  IS. 160, 11, 140,66, 3, 160, O, 14 

O, 72, 3, 140,7  3, 3, 162, 0, 32,86, 228, 

165,215, 197,213, 144, 16 

DATA  240,2,208,136,165,214,197,2 

12, 144, 6, 240, 4, 169,0,240, 135, 169 

, 255.  133, 216,  165. 224,  14  1  , 68, 3 

DATA  165.225,141,69,3,169,13,141 

,72, 3, 169, 0,141, 73, 3, 169, 11, 141, 

66, 3, 162, O, 32, 86, 228 

169, 0, 240, 216 

155, 205, 197, 205, 


2010 
2020 

2O30 

2040 
2050 

2060 

2070 
2080 

2090 

2100 
21  10 


DATA 
DATA 

, 160, 198, 213, 204 
, 205, 21 1 , 212, 207 
DATA  197, 160, 207 
,  197, 205,21 1 
212,207 


207,210,217 


204, 155,205, 197 

210 

206, 160, 155, 205 


DATA 

,  198,  155, 


210, 197, 160,207, 198 
200, 193, 204, I9B, 160, 196 


211,212, 193,210,212 

212,  197, 210, 205,201 , 206,  193 


,213, 208, 204,  197. 216,  160,  155 

DATA  198.213,204, 204, 160, 196,213 

,208,204, 197,216, 160, 155 

DATA 

DATA 

,  204 

DATA  213,208,204,207,193,196,201 

, 206, 199, 155, 194,210, 197, 193,203 

, 155, 104, 104, 104, 170, 76, 86, 228 

DATA  32, 128, 6, 141, 14,210, 169,0, 1 

33, 17, 96 

POKE  842,13s?  " {CLEAR} " : POS I TION 

2,6:F0R  I=1000  TO  1150  STEP  10: 
?  I:NEXT  I:?  " CONT " : POS I T I  ON  0,0 
: STOP  :LIST  100,200 

?  " tCLEARJ ": POSITION  2,6jF0R  1=1 
0  TO  90  STEP  10:?  I : NEXT  I;?  "CD 
NT":POSITI0N  0,OjSTOP  :LIST  100, 
200 

?  " CCLEAR}"iPOSITION  2,6:F0R  1=2 
OOO  TO  2100  STEP  10:?  I : NEXT  I:? 

"G. 21 10" : POSITION  0,0:STOP 
POKE  842, 12; RETURN  ^ 


COMPUTE! 

The  Resource. 


Jonuarv,1983     COMiHtTE!     207 


Commodore 

64 

Architecture 

Jim  Butterfield,  Associate  Edilor 


Thh  i^^iiidcd  tour  of  the  new  Commodore  64  ijllo-ws  yon 
a  peek  inside  the  computer's  structure  nnd  deiuonstrates 
some  of  its  extraordinary  features. 


Let's  build  a  Commodore  64  -  at  least  in  principle. 
We'll  put  the  memory  elements  together  and  see 
how  they  all  fit. 

RAM-64K 

We  start  with  a  full  64K  of  RAM.  That's  the 
maximum  amount  of  memory  that  the  6510  chip 
can  address. 

If  we  stopped  at  this  point,  we'd  have  prob- 
lems. First  of  all,  the  screen  is  fed  from  memory, 
but  it  would  contain  nonsense.  We'll  need  to  put 
in  two  extra  things:  a  video  chip,  and  a  character 
generator  for  the  video  chip  to  use.  Then  again, 
we  have  no  programs  of  any  sort,  and  no  way  to 
get  them  into  RAM. 

Building  It  Out 

Here's  what  we  will  do:  we'll  add  the  extra  features 
we  need  by  piling  them  on  top  of  RAM.  That  way, 
RAM  will  be  "hidden"  -  if  we  look  at  that  part  of 
memory,  we  will  see  the  new  memory  elements. 
But  we'll  include  a  set  of  switches  which  will  allow 
us  to  "flip  away"  the  overlaying  material  and 
expose  the  RAM  beneath  any  time  we  choose. 
More  about  these  later. 

Keep  in  mind:  the  RAM  is  still  there,  but  it's 
hidden  behind  the  new  memory  chips. 

Input/Output 

We'll  take  the  block  of  memory  at  hexadecimal 
DOOO  to  DFFF  and  reserve  it  for  our  interface  chips. 
This  includes:  two  CIA's  for  timing  and  input/ 
output,  a  SID  chip  for  sound,  and  a  video  chip  to 
deliver  a  screen  to  the  television  set. 

About  the  6566  video  chip:  its  "registers"  are 
located  at  hex  DOOO  to  D02E;  these  locations  control 
how  the  chip  works.  But  when  the  video  chip 
needs  information  to  put  on  the  screen,  it  gets  it 

208     COMPiriH     Januaiv,19e3 


directly  from  RAM  memorv.  For  example,  the 
usual  place  for  the  screen  characters  is  hex  0400  to 
07E7.  There's  a  distinction  here:  we  control  or 
check  the  chip  by  using  its  register  addresses,  but 
the  chip  gets  information  from  almost  anywhere 
it  likes. 

The  video  chip  needs  to  look  at  RAM  to  get 
characters  for  the  screen.  It  also  needs  to  look 
somewhere  else  to  get  a  "picture"  of  each  charac- 
ter; this  allows  it  to  light  up  the  individual  dots, 
or  "pixels,"  that  make  up  a  character.  There  needs 
to  be  a  table  which  gives  details  of  each  character: 
what  it  looks  like,  and  how  to  draw  it.  This  table 
is  called  the  "Character  Base"  table;  hardware 
types  may  just  call  it  the  "character  generator," 

We  could  put  this  character  base  table  in  RAM 
and  point  the  video  chip  to  it.  In  tact,  we  are  likely 
to  do  this  if  we  want  to  define  our  own  graphics. 
But  on  a  standard  64,  we'd  just  as  soon  have  these 
characters  built  in  -  in  other  words,  we'll  put  the 
character  base  table  into  ROM  memory. 

Now  comes  the  tricky  bit.  We  will  put  our 
ROM  character  base  (it's  4K  long  when  we  allow 
for  both  graphics  and  text)  into  locations  hex  DOOO 
to  DFFF.  Wait  a  minute!  We  just  put  our  interface 
chips  there! 

No  problem.  We  just  pile  the  memory  ele- 
ments higher.  The  ROM  character  base  sits  above 
the  RAM,  and  then  we  put  the  I/O  on  top.  Any 
time  we  peek  these  locations,  we'll  see  the  I/O. 
The  video  chip,  by  the  way,  has  a  special  circuit 
allowing  it  to  go  directly  to  the  ROM  character 
base,  so  there's  no  confusion  there. 

If  you  wanted  to  look  at  the  character  ROM, 
you'd  have  to  flip  it  to  the  top  somehow.  It  turns 
out  you  are  allowed  to  do  this:  clearing  bit  two 
(mask  four)  of  address  one  to  zero  will  do  the 
trick.  But  be  sure  you  disable  the  interrupt  first, 
or  you're  in  serious  trouble.  After  all,  the  interrupt 
routines  expect  the  I/O  to  be  in  place.  Bit  2  of  ad- 
dress 0  is  called  the  CHARFN  control  line. 

Let's  look  at  a  small  part  of  the  character  base 
-  in  BASIC!  Be  sure  to  do  this  on  a  single  line,  or 
as  part  of  a  program.  First,  to  turn  the  interrupt 
off  and  back  on  again: 

POKE  56333,127: :  POKE  56333,129 

Now,  while  the  interrupt  is  in  force,  flip  in 
the  character  base: 

POKE  56333,127:POKE  1,51:  ...  POKE  l,55:POKE 

56333,129 

Finally,  let's  PEEK  at  part  of  a  character: 

POKE  56333,127:POKE  1,51:X  =  PEEK(53248):  POKE 
l,55:POKE  56333,129:PRINT  X 

You  should  see  a  value  of  60;  this  is  the  top  of 
the  "((/  "  character.  To  see  its  pixels,  we  would 
write  it  in  binary  as  ..xxxx..  and  to  see  the  next 


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•  VIC-20  IS  a  regislered  uademark  of  Commodore,  Inc 


line  of  pixels  we  would  repeat  the  above  code 
withX  =  PEEK(53249). 

Remember  that  this  is  ROM;  we  can  PEEK 
but  can't  POKE.  If  we  wanted  a  new^  character 
set,  we  would  point  the  video  chip  to  some  new 
location. 

Kernal  ROM 

To  allow  the  computer  to  work  at  all,  we  must 
have  an  operating  system  in  place.  The  64's  system 
is  called  the  Kernal:  it's  in  ROM,  and  placed  above 
RAM  at  addresses  EOOO  to  FFFF. 

We  can  flip  the  Kernal  away  and  expose  the 
RAM  beneath  by  clearing  bit  one  (mask  two)  of 
address  one.  Be  very  careful!  The  computer  can't 
exist  for  long  without  an  operating  system.  Either 
put  one  into  the  RAM,  or  be  prepared  for  a  crash. 

Even  if  you  flip  out  the  Kernal  for  a  moment, 
you  must  be  sure  to  disable  the  interrupt.' The 
interrupt  vectors  themselves  arc  in  the  Kernal;  if 
the  interrupt  strikes  while  the  Kernal  is  flipped 
away,  we'll  have  utter  confusion. 

Flipping  out  the  Kernal  automatically  flips 
out  BASIC  as  well.  So  hit  1  of  address  1,  called  the 
HIMEM  control  bit,  switches  out  both  ROMs.  We 
can  switch  BASIC  alone,  however,  bv  using  bit  0 
-  the  LOMEM  control  bit. 

BASrC  ROM 

To  run  BASIC,  we  have  another  ROM  which  is 
placed  above  RAM  at  addresses  AOOO  to  BFFF. 
We  may  flip  it  out  by  clearing  bit  zero  (mask  one) 
of  address  one. 

This  is  a  very  useful  thing  to  do.  When  a  word 
processor,  spread  sheet  calculator,  or  other  pro- 
gram is  in  the  computer,  we  may  not  need  BASIC 
at  all.  Flip  it  away,  and  we  have  extra  memory  for 
our  program. 

Do  Your  Own  BASIC 

We  can  do  even  more.  If  we  copy  BASIC  -  care- 
fully! -  from  its  ROM  into  the  RAM  behind  it,  we 
can  get  BASIC-in-RAM  ...  a  BASIC  we  can  change 
to  meet  our  own  needs. 

Let's  do  this,  just  to  show  how.  Write  the 
following  program  into  your  Commodore  64: 


100  FOR  J  =  40960  TO 
110  POKE  J ,    PEEK  (J) 
120  NEXT  J 


49151 


Run  the  program.  It  will  take  a  minute  or  so. 
While  it's  running,  let's  talk  about  that  curious 
line  no.  What's  the  point  in  POKEing  a  value 
into  memory  identical  to  what's  already  there? 
Here's  the  secret:  when  we  PEEK,  we  see  the 
BASIC  ROM;  but  when  we  POKE,  we  store  infor- 
mation into  the  RAM  beneath. 

210     COMPUTI!     jQnuory,19e3 


The  program  should  say  READY;  now  we 
have  made  a  copy  of  BASIC  in  the  corresponding 
RAM.  Flip  the  ROM  away  with  POKE  1,54.  If  the 
cursor  is  still  flashing,  we're  there.  BASIC  is  now 
in  RAM.  How  can  we  prove  this? 

Let's  try  to  fix  one  of  my  pet  peeves  (PET 
peeves?).  Whenever  I  try  to  take  the  ASC  value  of 
a  null  string,  BASIC  refuses.  Try  it: 

PRINT  ASC<"  ") 

..  will  yield  an  7ILLEGAL  QUANTITY  ERROR. 

Now,  it's  my  fixation  that  you  should  be  able 
to  take  the  ASCII  value  of  a  null  string,  and  have 
BASIC  give  you  a  value  of  zero.  (Don't  ask  why; 
that  would  take  a  couple  more  pages).  By  peering 
inside  BASIC,  1  have  established  that  the  situation 
can  be  changed  by  modifying  the  contents  of  ad- 
dress 46991 .  There  is  usually  a  value  of  eight  there. 
Normally,  we  couldn't  change  it:  it's  in  ROM.  But 
now  BASIC  is  in  RAM,  and  we'll  change  the  ASC 
function  slightly  by: 

POKE  46991,5 

Now  try  PRINT  ASC("  ");  it  will  print  a  value 
of  zero.  In  every  other  way,  BASIC  is  exactly  the 
same. 

Just  for  fun:  you  can  change  some  of  BASIC'S 
keywords  or  error  message  to  create  your  own 
style  of  machine.  For  example,  POKE  41122,69 
changes  the  FOR  keyword  ...  vou  must  type  the 
new  keyword  to  get'^the  FOR  action.  Say  LIST  and 
see  how  line  100  has  changed.  Alternatively, 
POKE  41230,85;  now  vou  must  sav  LUST  instead 
of  LIST. 

You  may  go  back  to  ROM  BASIC  at  any  time 
with  a  POKE  1,55. 

Combination  Switch 

When  we  use  the  HIMEM  control  to  flip  out 
the  Kernal,  BASIC  ROM  is  also  removed.  Is  there 
any  point  in  flipping  both  HIMEM  and  LOMEM? 
If  you  do,  the  I/O  and  character  generator  also 
disappear,  giving  you  a  solid  64K  of  RAM.  You 
can't  talk  to  anybody,  since  you  have  no  I/O  ... 
but  you  can  do  it. 

We  have  named  three  control  lines:  CHA- 
REN,  which  flips  I/O  with  the  character  base; 
HIRAM,  which  flips  out  Kernal  and  BASIC  ROMs; 
and  LORAM,  which  controls  BASIC.  In  my  mem- 
ory maps  (COMPUTE'  #29,  October  1982),  I've 
called  them  D-ROM  switch,  EF-RAM  switch,  and 
AB-RAM  switch  in  an  attempt  to  make  them  more 
descriptive. 

But  there  are  two  other  control  lines,  and 
your  program  cannot  get  to  them.  They  are  called 
EXROM  and  GAME  and  may  be  changed  only  by 
plugging  a  cartridge  into  the  expansion  slot.  When 
these  lines  are  switched  by  appropriate  wiring 


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All  programs  work  with  disk  and/or  tape;  VIC  or  RS-232  printers.  VIC  requires  minimum  8K  expansion. 

LOOK  for  TOTL  Software  at  your  Dealer  or  order 

T,/    p— -  direct— shipping  included. 

/         y    I     I  Send  check  or  money  order  and  tie  sure  to  specify 

^^/     I     jL^  machine.  California  residents  add  6%  sales  tax. 

software  ^^  «.  caii  {415) 

P.O.  Box  4742  •  Walnut  Creek,  CA  94596  HP   «1S1    943-7877 

•VIC  20  and  COMMODORE  64  are  irademarks  of  Commoaore  Business  Machines. 


VIC-20- 

COMMODOITE 


COMMODORE 
64®* 


ADVENTURES* 

h(!st    iuKiMiluri:^    ill    liio 
prices!   C;nnlri)lli:d   Irfim 


I'hii 
bfi.sl 
Ihe  kfivl'nnrd. 


TREASURES  OF 
THE  BAT  CAVE  SH.S5 
Fxplnrd  llli:  .incifiri!  i:iiv(!s 
fillL'd  Willi  Iruiisurns  niul 
Huardod  hy  clradly  vaniphi? 
hats.  The  rciilislic  3-D  dis- 
play hring.s  tuit  your  clniis- 
Iraphobii).  Machino  codn 
Itjr  fnst  !i[;tion;  kRvboard  or 
joystick.  Ovi^r  fixlO^a  dif- 
fiircnl  cavns  lo  *;.\[ik]r<!! 


GRAVE  ROBBERS'  $14.95 
Intrntlucinp;  the  fir5lGR.-\PHIC 
An\'i:,\TUKF,  ever  iivjiiliihlfi 
on  Ihi;  VIC-20!  Ex[>liiri;  nil  old 
rl«sHri<id  finiveyrsrd.  Arluiilly 
SHH  Ihi-  p<!rils  thiit  111!  hoynnd. 

ADVENTURE  PACK  V 

|3  Projir.nns)  S14.95 

MOON  BASE  ALPHA— 
Diislrny  Ihu'  ni(!t«or  Ihal  is  rac- 
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CO.NiPUTER  ADVEN'TURE- 
Re-]i\"0  Uio  excilemeiit  vi  get- 
ting your  first  computer. 
B!C  HAD  WOLF-I5(>n'( 
the  Willi  gutjbic  you  up. 


let 


ENCODER  S14.9.'i 

l.Jsfi  your  VIC  to  kuup  pryiii;^ 
4:ytts  cnvay  irum  your  pnr- 
soni^l  nuiMurs.  Encncier  usiis 
ynur  password  to  .scranihlti 
whalRvsir  you  slore  in  tlii] 
iiiinipijinr:  hank  iictmuril 
numbtTS.  hiuisohold  invdii- 
lory,  whuTi!  yuu  hid  Ihu 
jewelry.  Thn  scrambled  data 
can  he  saviKl.  or  relritn-ud 
frnm  liipii.  ,\  ai>  minute  lapR 
holds  approxiniiilely  120  dou- 
ble spaced  lypeci  shuols. 
Keep  a  copy  in  your  safely 
deposit  htix. 
■ONLY  ADVENTURES  ARE  AVAILABLE  FOR  THE  COMMODORE  64 


ADVENTURE  PACK  If 

|:i  l'rll^r,■ims)  S14.95 

APKICAN  KSCAPK-Find 
your  way  oft  the  i:n]itinent 
after  5ur\'iving  a  plane  erash. 
HO-SPITAL  ADVENTURE— 
VVriltnii  hy  n  medical  tiuclor. 
Don't  check  inlo  this  hns])ita]! 
HO.MH  THKEAT-Cel  hack  !o 
lown  in  time  to  warn  the 
bomb  sipiiid  of  (he  hoinb, 


ANNIHILATOR        $19.95 

Protect  your  planet  againsl 
huslile  aliens  in  this 
diif(!ndBr-lik(!  ^'im''-  All 
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r(:tiuir<;d. 

KONGO  KONG  $19.95 

Climb  ladders:  avoid  barrels 
the  crazy  .ipf!  is  rolling  at 
yoti.  Rescue  the  damsel.  Par- 
tially machint!  code  Fur 
smoolh,  tasi  action.  Key- 
buaril  nr  joystick. 

Send  for  free  catalog 

.^11  proj^rams  tit  in  the  standard 

VIC  memory.  Hiiti  nome  on 

ca&stilte  tape. 

Ordering— fU'dHB  add  St. 50 

[Kista^c  &  handling  |>er  order. 

f^A  residents  add  t)%  sales  tax. 

Foreign  orders  must  be  drawn 

in  U.S.  funds  or  use 

credil  card. 

Credit  card  nsers— include 

anmber  and  expiration  date. 

VICTORY  SOFTWARE  CORP. 

2027-A  S.J.  RUSSELL  CIRCLE 

ELKINS  HARK.  PA  19117 

(215)  576-5625 


Januorv.19fl3    COMPUni     211 


inside  the  cartridge,  the  memory  map  changes 
once  again. 

But  that's  another  story. 

For  the  first  time,  the  machine's  architecture 
is  at  your  disposal.  If  you  don't  like  BASIC,  throw 
it  out  and  replace  it  with  your  own.  The  same  is 
true  of  the  Kernal  operating  system;  it's  accessible 
or  replaceable. 

New  horizons  are  opening.  We'll  need  to  do 
a  lot  of  traveling  to  reach  them. 


Commodore  64  Memory 
Addresses  shown  in  hexadecimal. 


I         I  I/O 
I    .    I  ROM 
I         I  RAM 


Warp 


Your  VIC-20  Will  Smile . . 

mm 


Volume  Three 


Pilot  a  spaceship  on  a  hazardous  Journey. 
A  fast-paced  game  that  will  keep  you 
coming  back  for  more. 

(Needs  joystick.  Works  on  a  5K  VlC-20.) 


Rail 


You  are  the  chief  engineer  in  this 
tricky  train  yard.  You  control  twelve 
switches,  and  up  to  eight  trains. 

(Needs  3K  or  8K  RAM  memory  board.) 


Fifteen 


VIC-20* 

GAMES 
Cartridge: 

Spiders  of  Mars $40.00 

Outworld    40.00 

Cloud  Burst    32.00 

Alien  Blitz   32,00 

Renaissance  40.00 

Amok 32.00 

Meteor  Run   40.00 

Sats  &  Mets  40.00 

Skibbereen 32.00 

Cassette: 

Simon   $12,00 

Amok 20.00 

Subchose 20.00 

Alien  Blitz    20.00 

The  Alien 20.00 

3-D  Maze  12.00 

Raceway   12.00 

Kosmic  Kamikaze    20.00 

Super  Driver 15.00 


The  classic  puzzle;  try  to  arrange 
IS  numbered  tiles  within  a  4x4  grid. 

(Needs  joystick.  Works  on  a  5K  VIC -20.} 

The  VIXEL  #3  cassette  costs  only  S12.95  in  the  US. 
Foreign  orders  add  S3. 00  for  shipping.  California 
residents  add  6<7f  tax.  Visa  and  MasterCard  welcome. 

TheCodeWorks 

Box  550,  Goleta,  CA  93116  805/683-1585 


SOFTWARE 


Business: 

ViCalc  . . 
ViCat  ... 
ViCheck 
ViTerm  A 


'VIC  20  &  Connmcx3or&-6^ 

are  registered  trademarks 

of  Commodore  Business 

Machines 

"Prices  and  Availability 

Subiect  to  Change 

Without  Notice 


$12.00 
.  20.00 
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S20.00 
,  12.00 
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$72.00 
150.00 

X  VlC-20' 

S5,G0 

A  comprehensive  overview  of  virtuoll/  all 
hardwofe  and  soflwore  items  currently  available 
for  the  VIC-20'  *  + 


Educational: 

Skymoth  

Space  Div 

Super  Hangman    

Hardware: 

Buti-3K  ROM    

Spokesman  

Voice  Synthesizer  for  (CommodOre-64 ' 

VIC-STUFF      


ALL  ORDERS  ADD  S2.00  SHIPPING 
California  Residents  Add  6%  Sales  Tax  /  Dealers  Please  Inquire 

TO  ORDER  SEND  CHECK  OR  MONEY  ORDER  TO: 

MOOSEWARE  INCORPORATED 

Post  Office  Box  17868,  Irvine,  California  92713 

WRITE  FOR  FREE  BROCHURE  &  ASK  ABOUT  THE  MOOSE  CLUB. 
:CLUB  MEMBERS  RECEIVE  SPECIAL  DISCOUNTS  ON  ALL  PRODUCTS  SOLD.- 


212    COMPUni    January,  1983 


VIC  Pencil 


Ken  Bowd,  Huntsville,  Ontario 


This  High  Resolution  Drawing  Program  will  run 
on  a  5K  VIC  with  IK  in  reserve.  When  the  RUN 
command  is  given,  the  screen  will  tLirn  black 
(POKE  36879,8).  You  will  have  to  allow  a  few  sec- 
onds for  the  VIC  to  execute  the  loops.  Hit  the 
"D"  kev,  and  one  pixel  will  light  on  the  screen; 
hitting  "E"  will  extinguish  it. 

The  pencil  can  be  moved  either  continuously 
or  one  pixel  at  a  time.  The  continuous  movement 
is  controlled  by  the  function  keys,  while  single- 
pixel  writing  is  done  with  the  ","  "."  "<"  ">"  and 
cursor  control  keys.  The  pencil  will  write  left, 
right,  up,  or  down,  as  well  as  in  four  directions 
diagonally.  The  "S"  key  stops  all  movement  of 
the  pencil.  It  is  also  possible  to  move  the  pencil 
without  writing  by  hitting  the  "M"  key. 


Pencil  Control 


Single  Pixel  Drawing 

Cursor 
up 


Cursor 
left 


Cursor 
right 


(comma)  *  (period) 

Cursor 
down 


Continuous  Drawing 


You  can  clear  home  or  clear  the  screen  by 
using  standard  VIC  operating  procedures.  Line 
50  reserves  some  memory  from  BASIC;  line  60 
tells  the  VIC  to  go  to  RAM  location  7168  for  de- 
scription of  characters.  Line  70  clears  our  reserved 
memory,  and  line  80  turns  the  screen  black  and 
clears  the  screen.  Lines  100  through  120  set  up  a 
mini  screen. 

Line  130  is  the  beginning  of  the  main  program. 
It  asks  the  operator  for  instructions,  and  from  this 
point  down  to  line  380  the  values  of  X  and  Y  are 
assigned  according  to  what  character  was  "gotten" 
from  the  keyboard.  Lines  390  to  420  check  to  make 
sure  the  pencil  is  on  the  screen.  On  down  to  line 
490  the  proper  bit  is  selected,  and  the  proper  POKE 
is  made  to  either  turn  the  bit  on  or  turn  it  off. 

Although  this  is  really  a  novelty  program, 
the  kids  will  probably  enjoy  drawing  on  the  com- 
puter. You  will  also  find  after  a  little  practice  that 
it  is  possible  to  draw  arcs  and  curves.  It  should  be 
noted  that,  although  you  can't  draw  on  the  entire 
screen,  you  can  address  4096  different  spots  as 
compared  to  the  usual  506. 


n 


50 

60 

70 

80 

90 

100 

110 

120 

130 

140 

150 

160 

170 

180 

190 


200 
210 
220 
230 
240 
250 


P0KE56,24:POKE52,24 
POKE36869,255 

FORI=7168TO7679:POKEI,0:NEXT 
POKE36  87  9,8:PRINTCHR$ (147} 
FORI=7  6  8  0TO8191:POKEI,160:NEXTI 

FORL=0TO7 :FORM=0TO7 

POKE7  8  41+M*2  2+L,L*8+M 

NEXT: NEXT 

GETB$ 

IFB$="D"THENC$="D" 

IFB$="E"THENC$="E" 

IFBS="M"THENC$="M" 

IFB$=" {HOME}"THENX=0:Y=0 

IFB$="S"THENA$="" 

IFB$="{F1}"0RB$-"{F2}"0RB$="{F 

3}"ORB$="{F4}"ORB$="{F5} 

"0RB$="{F6}"0RB$=" 

{F7}"ORB$="{F8}"THENA$=B$ 

IFB$=" {CLEAR}"THEN220 

GOTO230 

FORI=7168T0767  9:POKEI ,0:NEXT 

IFB$=" {RIGHT} "THENX=X+1 

IFB$=" {LEFT}"THENX=X-1 

IFB$=" (UP}"THENY=Y-1 


January.  1933    COMPini!     213 


260  IFB$="{D0WN}"THENY=Y+1 

270  IFB$=" ,"THENX=X-1:Y=Y+1 

280  IFB$="<"THENX=X-1:Y=Y-1 

290  IFB$=" . "THENX=X+1:Y=Y+1 

300  IFB$=">"THENX=X+1:Y=Y-1 

310  IFA$="{F1}"THENX=X+1 

320  IFA$-"{F3}"THENY=Y+1 

330  IFA$="{F5}"THENX=X-1 

340  IFA$="{F7}"THENY=Y-1 

350  IFA$="{F2]"THENX=X+1:Y-Y+1 

360  IFA$="{F4}"THENX=X-1:Y=Y+1 

370  IFA$  =  "{F6}"THENX  =  X-l:Y  =  Y-.l 

380  IFA$="{F8}"THENX-X+1:Y=Y-1 

390  IFX<OTHENX=0 

400  IFX>62THENX=62 

410  IFY<OTHENY=0 

420  IFY>62THENY=62 

430  CH=INTfX/8) *8+INT (Y/8) 

4"40  R0=  (Y/8-INT  (Y/B)  )  *8 

450  BY=7169+8*CH+RO 

460  BI=7-(X-(INT(X/8)*8) ) 

4  70  IFC$="D"THENP0KEBY,PEEK(BY)OR 
(2TBI) 

48  0  IFC$="M"THENPOKEBY,0ORPEEK(BY) 

490  IFC$="E"THENPOKEBY,0 

500  GOTO130  ri^ 


RINGS  or  ° 
SATURN 


PILOT  THE  SCOOP  SHfP  VOYGER 
INTO  THE  RINGS  Of^^^ATURN  TO 
BECOME  A  MULTWflLLlONAIRE 
CALM^ 

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PLUGS  INTO  THE  SINGLE  EXPANSION  PORT 
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SIMULATIVE  STRATEGY  GAMES 

VlC»20  .NO  JOYSTICKS  HEKUWED 

AT  THE  TRACK:  Horserace  gambling  gsme  for  1  to  4  players  VIC  gives  odds.    You  bet  to 

liin.  place  and  show Ill  95 

SKY  PILOTS  (aual.  Jan    1 9831:  Pilol  a  WWI  Biplane.  Over  10  Allied  and  German  almafl  lo 

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DUNGEONS  OF  KAL:  A  fanlasy  adventure  in  Ihe  realm  of  the  Eiril  Two-  Headed  Ruler  Kal 

Not  for  the  tiriid  at  heattl I11.9S 

STAR  DEFENDER:  Protect  your  Star  Systems  Irom  the  Alien  Invasion,  Over  15  separate 

Starshjp  commands! $11.95 

CONVOY  ffAID£ff;Seek  out  and  destroy  the  enemy  merchant  fleet    Commands  Include 

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BOXEJfS  CORNER:  Unique  stmulalion  allows  you  to  iiietch  great  fighters  on  your  VIC.  Pick 

ring  str^legy    Killings  included 111.95 

CONVOY  ESCORT:  Escort  your  fleet  to  safety.  Commands  include  SONAR.  FORMATION 

SUB  TRACK  and  more! »11.95 

COMPUTER  BASEBALL:  Use  real  life  slats  as  you  field  a  team  against  your  VIC.  Gives 

unique  options  for  batters  and  pilchers $  1 1 .95 

FOOTBALL  CHALLENGE  (8K  expander  req.l  Manage  on  NFL  team  against  Vic  or  an 

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GALACTIC  CONQUEST  I8K  expander  «rq.  J  by  Scoll  Jensen,  interactive  strategy  game  (or  1 

lo  6  players ,  A  classtc  struggle  for  CKlstencet 1 15.95 

All  Pro-ams  On  Cassette    No  Memory  Expansion  Required  Unless  Specified 

Send  check  or  money  order  plus  $1,50  postage  and  handing  to 

P,H.  Software,  P.O.  Box  169.  Souih  S*n  FranciKo.  CA  94080 

Calif   Res   add  6%  sales  tax 

Dealer  Ina.  Inviled  '  Programmers  so-Mhl  VIC  ii  a  req  T  M.  of  CBM 


EXPANDED    VIC-20 
SOFTWARE 


^*SPRCE   i;HRLLflHi]iE  :  R   sPace    adventure- 
SBSa.   diff er^ence^ior    ISk    e-xPandsd    vie 
^WDUNGOH    OF    RRITHflR :  a/i    educ3.tiorial    3.0V 
S^for   kids,   of   .3  1'    3,=i6-3.,3k    exP.3.ride-d   vie 
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SS'lS!5~i32iSl 


214     COMPUTE!     Januorv.  1983 


(Fantastic!!) 

VIC-20  COMPUTER  WILL  PLAY 
ATARI  GAMES  CARTRIDGES 

when  you  plug  in  our 

GAME  LOADER! 

Wow!!  Now  you  can  play  all  Atari  game  cartridges  on  your  "VIC-20  Computer."  Atari 
VCS  cartridge  video  games,  Activision,  Imagic,  M-Network  cartridges  will  all  play  on  your 
"VIC-20  Computer, "   when  you   use  our   new  "GAME  LOADER"  plus  you  get  fantastic 
VIC-20  sound  and  graphics. 
LIST  PRICE  S99. 00    SALE  $79.00  "15  DAY  FREE  TRIAL" 


•  We  have  the  lowest  VIC-20  prices 

•  We  have  over  500  programs 

•  Visa  —  Mastercharge  —  C.O.D. 
We  love  our  customers! 


ENTERPRIZES  (factory direcd 

BOX  550,  BARRINGTON,  ILLINOIS  60010 
Phon*  312/382-5244  to  order 


VIC-20 


FROM  TRONIX 


GALACTIC  BLITZ 

Destroy  the  aliens  ttial  descend 
in  15  different  attaci<  patterns. 
Super  fast  action  arcade  game. 
Mactiine  Language  -  Joystick 

Cassette    S24.95 


SOFTWARE 
SPECIALS 


FREE 

GAME 

See 

Below 


From  (nteresling  Sottware 

Bnng  ihe  fun  oi  the  shooting  gaJlery  into  youi 

own  home  wth  Quackefs! 

Cassette S12.95 


FROM  TRONIX 

SIDEWINDER 


Maneuver  your 
chopper  lo  deslroy 
and  avoid  vahaus 
attacking  space 
beir\gs,  8K  Ram 
Eup-  Heq 

Machine  Language  ■ 
Joystick 

Cassette    $2995 


VIC-20 


DUST  COVERS  -  $7.95 


For  Vic-20  01  Vic-64 

■  Walerprool 
'  Brown  Color 
'  Commodore  Logo 
Protect  your  investment! 


FROM 


MARTIAN 
SOFTWARE 


SWARM! 

Anottier  fast  action  game  wntten 
entirely  in  macfiine  language  from 
Tronix.  Insects  invade  your  Vic! 

Cassette    $29,95 


STAR  COMMAND 


■  tnlergalaciic  Combat!    '  Space  Conflict 

'  Ail  Maclnine  Language 
Cassette St695 


WICO 
JOYSTICKS 

Regular  or  Famous  Red  Ball 


Backed  by  a  1  year  Warranty,  these  are  ttie 
best  joysticks  we  tiave  seen  for  ttte  Vic-20  or 
Atari.  Now  priced  at  $27.50. 


Here's 
Where 
To  Order! 


INTERESTING  SOFTWARE 


21101  S   Hatvard  Blvd.,  Torrance.  CA  90501 
(213)  328-9422 

VisafMC/Cfredc/Money  Order  Add  $2.IX)  Postage  &  Handling 

CA  resKlents  add  appropriate  sales  tax  Dealer  Iriquirers  Invited 

Write  lor  free  Catalog 

HOLIDAY  SPECIAL  OrOers  rKenad  iKlwe  Jan    1.  1983  recerre  tree  ■Hadet  lank  Ganw" 


Atari's 
Exponents 

Matt  Giwer,  Annondaie,  VA 


The  exponential  operator,  - ,  performs  a  very  stan- 
dard mathematical  function,  although  if  you  are 
not  familiar  with  mathematics  you  may  not  be 
aware  of  its  potential.  Also,  there  is  another  byte- 
saving  use  that  1  will  save  for  the  end. 

The  key  to  making  full  use  of "  is  to  realize 
that  in  mathematical  notation  the  square  root  of 
four  is  the  same  as  four  to  the  one-half  power.  In 
BASIC  you  can  write  either  SQR(4)  or4-(l/2).  So 
what  good  is  that?  Well,  you  might  want  to  do  a 
cube  root,  which  would  be  8-(l/3).  Get  the  idea? 
Not  believing  that  this  works,  you  might  have 
tried  this  by  now  and  have  noticed  that  the 
machine  insists  that  4'^(]/2)  is  not  2  but  rather 
1.998...  something.  It  seems  strange  to  accept  a 
wrong  answer  from  a  very  slow  function. 

To  correct  for  this  inaccuracy,  we  simply  write 
the  instruction  INT  (4-(l/2)  -f-  0.01),  and  this  will 
return  the  number  2.  In  return  for  this  inaccuracy 
we  get  the  ability  to  calculate  very  unusual  powers 
and  roots.  The  above  could  have  been  written  4^ 
0.5  and  the  same  answer  returned.  Also  we  could 
just  as  easily  have  written  4'^0.4321  or  2-2.223  and 
have  gotten  an  answer  correct  enough  for  many 
calculations.  Also,  those  complex  problems  such 
as  two  to  the  five-thirds  power  2^(5/3)  can  be 
calculated  with  ease.  So  not  only  can  we  do  the 
more  common  cube  roots  by  using"  (1/3),  but  we 
can  now  also  do  an  entire  range  of  mathematical 
functions. 

It  is  not  only  faster  but  more  accurate  to  write 
2*2  rather  than  2^2.  If  we  are  not  doing  mathema- 
tics, how  do  we  make  use  of  this?  How  about 
instead  of  writing  a  byte-consuming  timing  loop 
for  a  beep,  we  simplv  write  A  =  1^1?  If  the  beep 
should  last  longer,  then  there  is  always  A  =  1  -l- 
l-l^l'-l,  etc.  It  takes  quite  a  while  before  this 
simple  statement  equals  the  number  of  bvtes  con- 
sumed by  a  timing  loop.  Thus  the  major  drawback 
to  more  frequent  use  of  -  can  be  turned  to  our 
advantage.  © 


COMPUTE! 

The  Resource. 


Use  the  handy 

reader  service  cards 

in  the  back  of  the 

magazine  for 

information  on  products 

advertised  in  COMPUTE! 


ATARI® 

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Storage  Case 

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ASTRO 

t  .In  you  thnii^f  .inv  ni  ihr  planL'liiul-.  in  luir 
^I'Lir  s\>lfm  *ind  l.ind  on  i(?  Chous*'  .tn\'  ot  llu- 
pLiiiL'ts  iir  the  Lirgt-  miKm^  tind  tr\  Ui  Imd 
s.ifi'ly.  L.ich  oni'  ha^  il's  (twn  dt'^cnptioil  iiini 
^r.t\'il.iliiin.jl  pull  .ind  is  .1  simul.iticn  iti  .in  .u 
lu.1l  I.! miin,;,  Al.iri  1:K.  IJisk <.ln.<<=; 

DATA  FAIRE 
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DEALER  INQUIRIES  INVITED 

Aliiri'  is .1  rf);t^(i'ri'il  lr.KU-ni.lfi.iir  Ai.ui,  hu 
t'l  KASF.  ADDS:.iXlSlllJ'fl\(.l-lll;MAll  OKDIUS  f  11  1>  ORn|-|;S  .\(  n  1-1111 


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;^        (714)881-1533          ^ 

ATARI.  400.  BOO  are  Trademarks  of  ATARI.  Inc 

216    COMPUTE!    January.  1983 


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Atari's 
Exponents 

Matt  Giwer,  Annandale.  VA 


The  exponential  operator,  -,  performs  a  very  stan- 
dard mathematical  function,  although  if  you  are 
not  familiar  with  mathematics  you  may  not  be 
aware  of  its  potential.  Alsti,  there  is  another  byte- 
saving  use  that  1  will  save  for  the  end. 

The  key  to  making  full  use  of'-  is  to  realize 
that  in  mathematical  notation  the  square  root  of 
four  is  the  same  as  four  to  the  one-half  power.  In 
BASIC  you  can  write  either  SQR(4)  or4-(l/2).  So 
what  good  is  that?  Well,  you  might  want  to  do  a 
cube  root,  which  would  be  8-(l/3).  Get  the  idea? 
Not  believing  that  this  works,  you  might  have 
tried  this  by  now  and  have  noticed  that  the 
machine  insists  that  4^(1/2)  is  not  2  but  rather 
1,998...  something.  It  seems  strange  to  accept  a 
wrong  answer  from  a  very  slow  function. 

To  correct  for  this  inaccuracy,  we  simply  write 
the  instruction  INT  (4'-(l/2)  +  0.01),  and  this  will 
return  the  number  2.  In  return  for  this  inaccuracy 
we  get  the  ability  to  calculate  very  unusual  powers 
and  roots.  The  above  could  have  been  written  4- 
0.5  and  the  same  answer  returned.  Also  we  could 
just  as  easily  have  written  4^0.4321  or  2-^2.223  and 
have  gotten  an  answer  correct  enough  for  many 
calculations.  Also,  those  complex  problems  such 
as  two  to  the  five-thirds  power  2^(5/3)  can  be 
calculated  with  ease.  So  not  only  can  we  do  the 
more  common  cube  roots  by  using'- (1/3),  but  we 
can  now  also  do  an  entire  range  of  mathematical 
functions. 

It  is  not  only  faster  but  more  accurate  to  write 
2*2  rather  than  2-^2.  If  we  are  not  doing  mathema- 
tics, how  do  we  make  use  of  this?  How  about 
instead  of  writing  a  byte-consuming  timing  loop 
for  a  beep,  we  simply  write  A  =  1-1  ?  If  the  beep 
should  last  longer,  then  there  is  alwavs  A  =  1  -1* 
I'-l'^l'-l,  etc.  It  takes  quite  a  while  before  this 
simple  statement  equals  the  number  of  bvtes  con- 
sumed by  a  timing  loop.  Thus  the  major  drawback 
to  more  frequent  use  of  "  can  be  turned  to  our 
advantage.  © 


COMPUTE! 

The  Resource, 


Use  the  handy 

reader  service  cards 

in  the  back  of  the 

magazine  for 

inforrr^ation  on  products 

advertised  in  COMPUTEi 


an 


ATARI® 

Cartridge 
Storage  Case 

is  ideal  for  anyone. 

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Here  is  what  you  havo 
been  lookinj;  for 

ASTRO 

t'.in  VMi  chuos";'  ,m\  ot  lln-  pt.mflniLls  in  pur 
>nl.ir  syslfm  jnd  t,intl  un  if?  C  fwiiisc  .mv  mI  IIr- 
[^Janets  nr  tht.'  l.irj^L*  mmms  .ind  try  io  l.ind 
rifely,  Etich  iinf  h.is  rt's  nwn  dL-scnptiun  ,ind 
gr.ivilatiiiml  pull  .ind  is  ,i  simuLititm  nl  ^in  ^ic- 
lu.il  kindiri);   Al.iri.12K.  Di'.kSISM'i 

DATA  FAIRE 
1614  SPEYER 
REDONDO  BEACH,  CA  90278 
(213)374-8743 
(213)379-5798 

DEALER  INQUIRIES  INVITED 

ALiri'  is .1  ri'^i.sliTfd  iMdi'in.irlvul  Ad^ri.  Iik' 

MAiLOKi)M«  con  (.iKDiR'.AK  I  rnn 


VISA 


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f^ripherals 
Corp 

906  E.  Highland  Ave. 
San  Bernardino,  CA  92404 

"         (714)881-1533 


ATARI.  400.  800  are  Trademarks  of  ATARI,  Inc. 


216    COHPUIE    jQnuarv.1983 


VIC  Personal  Accountant 


Peter  Mendoll,  Monmouth,  ME 


Much  ado  is  luade  about  IRA  accounts  these  dai/s.  Can 
i/ou  really  be  a  iiiillioiiairc,  or  is  this  a  fantasy  even  less 
real  than  an  eight-color  printer  for  your  home  computer? 
For  unexpandcd  or  expanded  VICs. 


Here  is  a  program  with  a  four-option  menu  which 
demonstrates  the  growth  power  of  an  exponential 
function.  This  is  especially  true  if  it  is  non-taxed 
money! 

Remember  that  IRA  money  will  be  taxed 
sometime  and  carries  a  penalty  for  early  with- 
drawal. However,  a  10%  one-time  "linear"  de- 
duction can  be  offset  by  an  investment  com- 
pounded exponentially. 

This  program  will  provide  you  with  instan- 
taneous delight  at  the  thought  of  investing  ten 
dollars  out  of  your  weekly  pay  check  for  40  years 
{if  you  are  25  or  younger). 

Option  one  gives  you  the  future  value  of  your 
choice  of  payment,  interest  rate,  and  payment 
per  year.  Option  two  gives  you  the  payment 
needed  for  your  choice  of  future  value.  The  third 
option  prints  a  table  showing  how  quickly  you 
can  multiply  your  money  by  factors  of  two  through 
ten  given  your  interest  rate  and  the  frequency  it  is 
compounded.  The  fourth  option  shows  what  hap- 
pens to  a  one-time  investment  under  compounded 
interest. 


1  REM  PETER  MENDALL 

2  REM  NO.  MAIN  ST 

3  REM  MONMOUTH,  ME 
5  PRINT" {CLEAR5 

10  REM: COMPOUND  INTEREST 

15  PRINT" {CLEAR} 

20  P=PM=I=N=0 

30  PRINT"COMP  INTEREST  MENU" 

3  5  PRINT 

40  PRINT" <1>FUT  VAL:REG  DEP" 

45  PRINT 

50  PRINT" <2> REG  PMT  FOR  PUT  VAL" 

55  PRINT 

60  PRINT" <3>C0MP0UNDING  TIME" 

65  PRINT 

70  PRINT" <4>FUT  VAL: SINGLE  DEP" 

80  PRINT 

85  PRINT"<5>END" 

92  PRINT 

95  PRINT"MENU  CHOICE"; 

97  INPUT  X 

100  REM  PROGRAM 


110  ON  X  GOTO  1000,2000,3000,4000,10000 

230  FOR  W=2TO10 

1000  REM  FUTURE  VAL 

1005  PRINT"{CLEAR5 

1010  P=PM=I=N=0 

1100  PRINT"P=#  OF  PER/YR:P="; 

1102  INPUT  P 

1105  PRINT 

1110  PRINT"PM=PMT/PER:PM="; 

1112  INPUT  PM 

1115  PRINT 

1120  PRINT"I=RATE/YR: ( .XX) " r 

1122  INPUT"I=";I 

1125  PRINT 

1130  PRINT"N=#  OF  YR:N="; 

1132  INPUT  N 

1135  PRINT 

1140  PRINT" IS  INPUT  OK?  Y  OR  N" 

1145  PRINT 

1150  GET  A$ 

1160  IF  A$=""  GOTO  1150 

1170  IF  A$="N"  THEN  1000 

1200  REM  CALC  l/PER=IR 

1210  IR=( (1+I)T(1/P}-1) 

1220  N=N*P 

1300  REM  CALC  FUT  VAL=FV 

1310  FV=(PM*( ( (1+IR)TN-1)/IR) ) 

1320  FV=(INT( (FV+.005)*100) )/100 

1400  .REM  PRINT  FUT  VAL 

1410  PRINT"#  PER",N 

1415  PRINT"PMT" ,PM 

1420  PRINT"I/YR" , I 

1425  PRINT"FV",FV 

1430  PRINT 

1440  PRINT" <1>FV  <2>MAIN  MENU" 

1450  GET  X 

1460  IF  X=0  GOTO  1450 

1470  ON  X  GOTO  1000,5 


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jQnuory.  1983    COMPUTll     217 


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DEALERS:  REDUCED 
PRICES  OFFERED  ON 
LARGER  ORDERS 
CALL  FOR  DETAILS 

■Tra<3emark,  of  Commodore 


2000 

REM  PMT  FOR  FUT  VAL 

2010 

PM=FV=IR=N=P=I=0 

2020 

PRINT"{CLEAR} 

2100 

PRINT"FV=TOT  AMT 

DESIRED" 

2110 

INPUT"FV=" rFV 

2115 

PRINT 

2120 

PRINT" I=INT/YR: ( . XX ) " ; 

2130 

INPUT"I=" ;I 

2135 

PRINT 

2140 

PRINT"N=#  OF  YR:N="; 

2150 

INPUT  N 

2155 

PRINT 

2160 

PRINT" P=#PMTS/YR:P="r 

2170 

INPUT  P 

2175 

PRINT 

2180 

PRINT" INPUT  OK?  Y  OR  N" 

2185 

GET  A$ 

2190 

IF  A$=""  THEN  2185 

2195 

IF  A$="N"  THEN  2000 

2200 

REM  CALC  l/PER=IR 

2210 

IR=((1+I)T(1/P)-]) 

2220 

N=P*N 

2300 

REM  CALC  PMT  FOR   FV 

2310 

PM=( (FV*IR)/( (l+IR) 

TN-D) 

2320 

PM=( (INT( {PM+.005) 

*100))/100) 

2400 

REM  PRINT  PM 

2410 

PRINT '■FV",FV 

2415 

PRINT"#/Y",P 

2420 

PRINT "I", I 

2425 

PRINT"PMT",PM 

2430 

PRINT"<1>PMT<2>MAIN 

MENU" 

2440 

GET  X 

2450 

IF  X=0  THEN  2440 

2460 

ON  X  GOTO  2000,5 

3000 

REM  COMPOUNDING  TIME 

3003 

DIM  A(12) 

3010 

P=I=IR=N=0 

3030 

PRINT" {CLEAR} 

3100 

PRINT"COMPOUNDING  TIME" 

3105 

PRINT 

3110 

PRINT"  I  =  INT/Y:(  .XX):I=" 

3120 

INPUT  I 

3125 

PRINT 

3130 

PRINT "P=COMPOUND  FREQ 

/Y;P="; 

3140 

INPUT  P 

3145 

PRINT 

3150 

PRINT"  INPUT  0K7Y0RN" 

3155 

GET  A$ 

3160 

IF  A$=""THEN  3155 

3170 

IF  A$="N"THEN  3010 

3200 

REM  CALC  I/PER=IR 

3204 

PRINT"CALC  TIME=20-50 

SEC" 

3210 

IR=((1+I)r(l/P)-1) 

3220 

N=l 

3230 

FOR  W=2T010 

3240 

N=N+1 

3250 

X=((1+IR}T(N)) 

3260 

IF  X>=W  THEN  3280 

3270 

GOTO  3240 

3280 

A(W)=N 

3290 

NEXT  W 

3300 

REM  PRINTING 

3400 

PRINT  " FACT  #PER  #OF  YRS  " 

i  =  "tI 


3405  PRINT 

3410  FOR  W=2T0  10 

3412  NY=A(W)/P 

3414  NY=(INT( (NY+.05)*10)  ; 

/lO 
3420  PRINTW,-TAB(5)A(W)  ;TAB 

( 11  )  NY 
3430  NEXT  W 
3435  PRINT 

3440  PRINT" <l>COMP   TIME" 
3450  PRINT" <2>MAIN  MENU" 
3460  GET  X 

3470  IF  X=0  THEN  3560 
3480  IF  X=l  THEN  3010 
3490  GO  TO  5 
3560  GET  X 

3570  IF  X=0  THEN  3560 
3580  IF  X=l  THEN  3010 
3590  GO  TO  5 
4000  REM  SINGLEDEPOSIT 
4010  FV=PV=IR=N=0 
4020  PRINT" {CLEAR} 
4100  PRINT"PV=SINGLEDEP:PV= 
4110  INPUT  PV 
4115  PRINT 

4120  PRINT"I  =  INT/YR:(.XX. 
4125  INPUT  I 
412  7  PRINT 

4130  PRINT"#PER/YR:P=" r 
4135  INPUT  P 
4137  PRINT 

4140  PRINT"*  OF  YR:N="; 
4145  INPUT  N 
4147  PRINT: PRINT 
4150  PRINT" INPUT  OK?  Y/N" 
4160  GET  A$ 

4170  IF  A$=  ""THEN  4160 
4180  IF  A$="N"  THEN  400O 
4190  PRINT"3" 
4210  IR=((1+I)T(1/P)-1) 
4220  N=P*N 

4300  FV=PV*( (1+lR) Tn) 
4310  FV={INT( (FV+.OC5)*100) 

)/100 
4400  REM  PRINT  FV 
4405  PRINT"FUT  VAL  SINGLE 

DEP" 
4407  PRINT 

4410  PRINT" #PER/YR",P 
4412  PRINT 

4414  PRINT 

4415  N=N/P 

4416  PRINT"#  OF  YR" , N 
4418  PRINT 

4420  PRINT"DEP" ,PV 

4425  PRINT 

4430  PRINT"I/YR",I 

4435  PRINT 

4440  PRINT"FV",FV 

4450  PRINT 

4455  PRINT 

4460  PRINT" <1>SINGLE  DEP" 

4462  PRINT 

4465  PRINT" <2>MAIN  MENU" 

4470  GET  X 

4480  IF  X=0  THEN  4470 

4490  ON  X  GOTO  4000,5 

10000  PRINT"END  PROGRAM" 

10010    END  © 


•  I 


The  VicTree 


•  • 


.  ..Leaves  your  new  Vic  (or  CBM  64)  ivith  42  additional  commands. 
I . . . Branches  out  to  most  BASIC  4. 0 programs. 
I . . .  Roofs  into  most  printers. 

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I  you  all  the  addiiional  BASIC  4,0  commands  to  allow  most  BASIC  4.0  programs  to  work  on  your 
I  ne«  Vic  or  CBM  64 

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January.  1983     COMPUTil     219 


CAPUTE! 

Modificotions  Or  Corrections  To  Previous  Articles 


UXB  On  VIC 

To  produce  the  correct  alternate  character  set  for 

the  VIC  version  of  UXB  (November  1982,  p.  56) 
the  following  lines  must  be  added  to  Program  1: 

596  POKE51,0:POKE58,28:POKES5,0:POKE56,28:CLR: 
CB=7168 

597  READ  A:IF  A=-l  THEN  600 

598  FOR  N=0TO7:READ  B:POKE (CB+A*8+N) , B:NEXT 

599  GOTO  597 

900  DATA  1,153,219,189,153,129,66,36,36 

910  DATA  17,126,255,199,203,211,227,255,126 

920  DATA  24,36,36,36,36,60,36,66,129 

930  DATA  26,4,24,24,60,126,126,126,60 

9  40  DATA  32,0,0,0,0,0,0,0,0 

9  50  DATA  -1 

Pack  Up  Your  DATA 

There  is  an  error  in  line  130  of  the  example  program 
which  condenses  PET  or  VIC  data  for  files  (October 
1982,  p.  162).  The  line  should  read: 

130    V%=V/256:L=V-{V%*256) 

VIC  Superchase 

The  VIC  version  of  this  game  (October  1982,  p. 
66)  requires  several  changes.  Lines  10  and  22 
should  be  removed  from  the  program.  In  line 
12100,  a  semicolon  should  be  added  after  the 
CHR$(142).  Also  in  that  line,  the  characters  shown 
as  underlined  ampersands  (&)  are  typed  tn  by 
holding  down  the  Commodore  logo  key  and  hit- 
ting the  "  +  "  key.  The  characters  shown  as  un- 
derlined dollar  signs  (S)  in  line  14010  are  typed  in 
by  holding  down  the  logo  key  and  hitting  the 
"((' "  key. 

VIC  Pixeiator 

The  author  sent  in  some  additions  and  clarifica- 
tions on  his  custom  character  editor  (October  1982, 
p.  141): 

Under  certain  circumstances,  the  "Pixdata" 
program  will  not  adjust  the  end-of-program 
pointers  causing  the  program  to  reappear  and 
interfere  with  the  newlv  written  DATA  state- 
ments. This  can  be  taken  into  account  by  changing 
two  lines  in  the  program  and  adding  two  new 
lines.  Notice  that  vou  must  type  the  abbreviations 
pO  and  pE  for  POKE  and  PEEK  to  fit  line  170  into 
the  computer: 

1 0  C=PEEK ( 56 ) : P0KE51 , 0 : POKES 2 , 20 : POKE55 , 0 : POK 

E56,20 
170  A2=INT(AA/256)!A1=AA-A2*256:B=PEEK(43)+256 

*  PEEK ( 44 ) : POKEB , Al : POKEB+1 , A2 : POKE56 , C 
180  ZZ=ZZ+257-AA+B:Z2=INT(ZZ/256):Z1=ZZ-Z2*256 


190  POKE251,Zl:POKE174,0iPOKE17  5,0:POKE46,Z2:P 
0KE45,PEEK(251) 

Also,  memory  expansion  of  8K  or  more  on 
the  VIC  usuallv  moves  the  screen  memory  so  that 
there  is  not  enough  room  between  the  end  of  the 
screen  and  the  beginning  of  the  last  available 
character  map  area  in  RAM  for  the  "Pixeiator"  to 
operate.  Before  loading  the  Pixeiator,  8K  users 
should  enter  the  following  as  a  single  line  and 
then  hit  RETURN: 

P0KE43 , 0 : P0KE44 ,2244:: POKE45 , 00 : POKE46 , 24 : POKE 
47,0:POKE48, 24 

This  moves  the  start-of-BASlC  memory  to  6144, 
Now  type: 

POKE6143,0:POKE6 144, 0:POKE6 145,0 

and  hit  RETURN.  This  simply  cleans  up  the  area. 
Now  LOAD  the  Pixeiator,  delete  line  30,  and  make 
this  change: 

20  XX=5120:SC=4096:CL=378Ba 

4010  SYSXX-16 : PRINT" (home) ":PRINT"LOOKING  AT   " 
;S55:POKESC+33,C0 

SAVE  the  program  before  using  it.  Make  the  fol- 
lowing change  in  both  Pixaver  and  Pixeloader: 

10  XX=5120 

Make  these  changes  in  Pixdata: 

10  C=PEEK(56) : POKES 1,0:POKE52, 32 !POKE55,0; POK 

ES6,32 
20  XX=5120 
40  ZZ=8192:AA=ZZ 

BK  users  can  access  the  RAM  character  set  by 
typing: 

POKE36869,  PEEK (36869 )ANDNOTl50R13 

Finally,  the  symbols  appearing  in  lines  70, 
80,  and  90  of  the  printed  listing  of  Pixeiator  might 
be  confusing.  A  more  attractive  display  can  be 
achieved  by  changing  the  underlined  slashes  to 
Commodore-P  (hold  down  the  Commodore  logo 
key  while  typing  "P");  the  underlined  apostrophe 
(-)  should  be  Commodore-M;  the  underlined  per- 
cent sign  (%)  should  be  Commodore-G;  and  the 
underlined  /should  be  Commodore-Y, 

Atari  Mathman  Improvements 

Our  thanks  to  John  Bergen  for  the  following  en- 
hancements to  this  program  (October  1982,  p. 
72).  With  these  changes,  Mathman  can  recover 
the  incorrect  answer  after  it  is  sent  off  the  screen, 
print  the  correct  response,  turn  the  screen  a  new 
color  after  each  trial,  and  also  show  a  student  the 
current  question  number: 

11  Y=INT  (RND (0>  *  15)  : SETCOLOR  4,Y,6:SE 
TCDLOR  2,Y,4 

375  POSITION  O, 22: ?"BCaRE-" ; SCO; " 
€3  spaces: TURNS-" ; O 


POSI 

:i.t---"J=: 


1070  POSITION     B,10:7"<4     bfJ:T»ii»d> 
TION     10,10:?     B«C:  "grf-l^JJA" 

H" 

1071  POSITION  a,12:7"C4  blJ:I»ia-ri;  "  :  POSI 
TION  10.12:?  AS; 

1072  FOR  Z=l  TO  200:NEXT  Z 


:t.tr.."fJ.M?F 


220     COMPUW!     Januorv.  1983 


COMPUTE!  Publications 


COMPUTEI's  First  Boole  of  Atari.  192  pages  of  useful 
informative  applications  and  programs  from  COMPUTE! 
Magazine  issues  now  out  of  print.  Includes  previously  unpub- 
lished information  including  f\/lemory  Map.  Contents  include 
such  articles  and  programs  as  "Adding  a  Voice  Track  to  Atari 
Programs,"  "Designing  Your  Own  Atari  Graphiics  Modes,"  and 
"Inside  Atari  BASIC."  Spiral  bound  for  ease  of  access  to 
iistings-  For  beginner  level  to  advanced  Atari  users.  ISBN 
0-942386-00-0.  Paperback.  S12.95. 

COMPUTEI's  First  Boolf  of  PET/CBIVI.  256  pages  of 
Commodore  PET  and  CBM  articles  from  COMPUTE!  Magazine 
issues  novi/  out  of  print.  Includes  sucti  classic  articles  and 
programs  as  "Feed  Your  PET  Some  Applesoft,"  "Disk  Lister;  A 
Disk  Cataloging  Program,"  and  "Cross  Reference  For  The 
PET,"  Spiral  bound  for  ease  of  access.  ISBN  0-942386-01-9. 
Paperback  S12.95. 

Tiie  Beginner's  Guide  To  Buying  A  Personal  Computer. 

A  novice's  iiandbook  of  useful,  helpful  information  designed 
to  teach  you  the  basics  of  evaluating  and  selecting  a 
personal  computer.  Written  in  plain  English  for  the  interested 
beginner.  Complete  with  personal  computer  specification 
charts  and  buyer's  guide.  Applicable  to  home,  educational, 
and  small  business  buyers.  ISBN  0-942386-03-5.  Paperback. 
$3.95. 

Inside  Atari  DOS.  From  the  author  of  the  Atori  Disk  Oper- 
ating System,  an  exciting  step-by-step  guide  to  the  DOS 
software.  Complete  with  listings  of  commented  source  code 
and  detailed  explanations  of  each  module  of  code,  Author: 
Bill  Wilkinson,  Optimized  Systems  Software,  Inc.  Spiral  bound 
for  ease  of  access  to  listings.  For  intermediate  to  advanced 
Atari  Users.  ISBN  0-942386-02-7.  Paperback  S19.95. 

Programming  TKe  PET/CBM,  by  Raeto  Collin  West. 
Described  by  one  reviewer  as "...  unquestionably  the  most 
comprehensive  and  accurate  reference  (  have  seen  to 
date,..,"  this  reference  encyclopedia  for  Commodore  com- 
puter users  is  packed  with  useful  information,  programs, 
diagrams,  and  charts.  ISBN  0-942386-04-3.  Paperback,  504 
pages.  $24.95. 


COMPUTEI's  Second  Bool<  of  Atari.  With  over  200  pages 
of  unpublished  Atari  information  specially  selected  by  the 
editors  of  COMPUTE!  Magazine,  this  new  release  from 
COMPUTE!  Books  is  an  excellent  resource  for  Atari  owners 
and  users,  Spiral  bound  for  ease  of  occess  to  listings.  ISBN 
0-942386-06-X.  Paperback.  $12.95. 

Every  Kid's  First  Boolt  of  Robots  and  Computers.  This 
exciting  book,  complete  with  exercises  for  teachiers,  parents, 
and  children,  uses  turtle  graphics  to  Introduce  kids  to  robots 
and  computers.  Exercises  are  presented  for  use  with  graphics 
languages,  such  as  Atari  PILOT.  Additional  exercises  are 
presented  throughout  the  fully-illustrorted  book  allowing 
users  to  learn  turtle  graphics  through  the  Milton  Bradley  "Big 
Trak"'"  or  the  built-in  "Turtle  Tiles"'"  that  are  provided  with 
each  book  for  children  who  don't  yet  have  access  to  a 
computer.  ISBN  0-942386-05-1.  Paperback.  $4,95. 

COMPUTEI's  First  Book  of  VIC.  In  the  st/le  of  our  First 
Books  of  Atari  and  PET/CBM,  this  book  contains  many  of  the 
articles  and  applications  featured  in  past  issues  of  COMPUTE! 
Magazine,  Approximately  20-30%  of  the  book  is  material 
that  has  not  been  previously  published,  An  excellent  resource 
book  for  Commodore  VlC-20  owners.  Spiral  bound  for  ease 
of  access  to  listings.  ISBN  0-942386-07-8.  Paperback  $12.95. 

COMPUTE!  Magazine  A  monthly  encyclopedia  of  infor- 
mative applications  articles  and  programs.  COMPUTE! 
features  articles,  programs,  and  columns  covering  the 
spectrum  of  home  and  educational  computing.  Monthly 
reviews,  complete  BASIC  and  machine  language  listings  of 
gomes,  utilities,  applications  such  as  "Programming  Your 
Home  Insurance  Inventor/,"  "Real  Estote  Investment  Analysis," 
"Telecommunications:  How  To  Use  A  Modem,"  and  much 
more.  Written  for  children  and  parents,  educators,  novices  to 
advanced  programmers.  Principal  editorial  coverage  is 
Atari,  Apple,  Commodore  PET/CBM,  and  VIC-20.  Editorial 
coverage  is  expanding  to  include  TI-99/4A  Sinclair  ZX-81, 
and  Radio  Shack  Color  Computer. 

Atari  IS  a  fegisteied  trodemofk  of  Atari.  Inc.  PET  and  CBM  are  Irademorks  of  Commodoio 
Business  Machines,  Inc  Turtle  Tiles  is  o  traderriark  of  Dovid  D.  Tborf^burg  and  fnnovJsion.  Inc. 
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How  To  Type  COMPUTEi's  Programs 


Many  of  the  programs  which  are  listed  in  COMPUTE!  contain 
spocinl  control  characters  (cursor  control,  color  keys,  inverse 
video,  etc.).  To  make  it  eas>-  to  tell  exactly  what  to  type  when 
entering  one  of  these  programs  into  your  computer,  we  have 
established  the  following  listing  conventions.  There  is  a 
separate  kev  for  each  computer.  Refer  to  the  appropriate 
tables  when  yt>u  come  across  an  unusual  symbol  in  a  program 
listing.  If  you  are  unsure  how  to  actually  enter  a  control 
character,  consult  your  computer's  manuals. 

Atari  400/800 

Characters  in  inverse  video  will  appear  like:  isrEasetf^r-GMiG: 
Enter  these  characters  with  the  Atari  logo  key,  (A). 
When   you   sre  Type  See 


CCUEftRJ 

ESC 

SHIFT    < 

ri 

Cl»*r    Screen 

{UP> 

ESC 

CTRL    - 

+ 

Cursor    Up 

<I>OHN> 

ESC 

CTRL    - 

+ 

Curscar    Down 

tLEFT> 

ESC 

CTRL    + 

4- 

Cursor    Left 

{RIQHTJ 

ESC 

CTRL    » 

.* 

Cursor    Right 

{BACK    S} 

ESC 

DELblt 

* 

Backspace 

tOELETEJ 

ESC 

CTRL    DELETE 

u 

Delete    character 

(INSERTS 

ESC 

CTRL    INSERT 

u 

Insert    character 

(DEL    LINE3 

ESC 

SHIFT    DELETE 

D 

Delet»    line 

{INS    LINE> 

ESC 

SHIFT    INSERT 

O 

Insert    line 

{TAB} 

ESC 

TftB 

* 

TAB    key 

tCLR    TflB> 

ESC 

CTRL    TAB 

a 

Clear    tab 

{SET    TflB> 

ESC 

SHIFT    TAB 

a 

Set    tab    stop 

{BELL} 

ESC 

CTRL    2 

a 

Ring    buzzer 

{ESCJ 

ESC 

ESC 

%, 

ESCapc    key 

Graphics  characters,  such  as  CTRL-T,  (he  ball  character  •  will 
appear  as  the  "normal"  letter  enclosed  in  braces,  e.g.  (T  . 

A  series  of  identical  control  characters,  such  as  10  spaces, 
three  cursor-lefts,  or  20  CTRL-R's,  will  appear  as  (10 
SPACES),  (  3  LEFT),  C20  Ri,  etc.  If  the  character  in  braces  is 
in  inverse  video,  that  character  or  characters  should  be  en- 
tered with  the  Atari  logo  key.  For  example,  1  ■  1  means  to 
enter  a  reverse-field  heart  with  CTRL-comma,  (  5ni )  means  to 
enter  five  inverse-video  CTRL-U's. 

Commodore  PET/CBMA/IC 

Generally,  anv  FET/CBM/YIC  program  listings  will  contain 
bracketed  words  which  spell  out  any  special  characters: 
(DOWN  1  would  mean  to  press  the  ciu-sor-down  key; 
(3DOWN  )  would  mean  to  press  the  cursor-down  key  three 
times. 

To  indicate  that  a  key  should  be  fliiftcd  (hold  down  the 
SHIFT  key  while  pressing  the  other  key),  the  key  would  be 
underlined  in  our  listing.  For  example,  S  would  mean  to 
type  the  S  key  while  holding  the  shift  key.  This  would  result 
in  the  "heart"  graphics  symbol  appearing  on  your  screen. 
Some  graphics  characters  are  inaccessible  from  the  keyboard 
on  CBM  Business  models  (32N,  8032). 

Sometimes  in  a  program  listing,  especially  within  quoted 
text  when  n  line  runs  over  into  the  next  line,  it  is  difficult  to 
tell  where  the  first  line  ends.  Hovv  many  times  should  you 
type  the  SPACE  bar?  In  our  convention,  when  a  line  breaks 
in  this  way,  the  -  symbol  shows  exactly  where  it  broke.  For 
example: 

100  PRINT  "TO  START  THE  GAME  ~ 
YOU  MAY  HIT  ANY  OF  THE  KEYS 
ON  YOUR  KEYBOARD." 

shows  that  the  program's  author  intended  for  you  to  type 
two  spaces  after  the  word  CAME. 


All  Commodore  Machines 

Clfiir Screen    (CLEAR) 
Home  Cursor  (HOME) 
CursorUp        (UP) 
Cursor  Down  { DOWN } 
Cursor  Right  {RIGHT) 


Function  Two 

IF2) 

Function  Three 

{F3) 

Function  Four 

IF4) 

Function  Five 

{F5) 

Function  Six 

{F6) 

Function  Seven 

{F7) 

Function  Eight 

{F8) 

Any  Non-implemented 

Function 

(nim) 

V1C/CBM  64  Conventions 

Set  Color  To  Blacl<  JBLK) 
Set  Color  To  White  IWHT) 
SetColorToRed  {RED) 
Set  ColorTo  Cyan  iCYN) 
Set  Color  To  Purple  (  PUR) 
Set  ColorTo  Green  (GRN) 
Set  ColorTo  Blue  (BLU) 
Set  ColorTo  Yellow  (  YEL) 
Function  One  [Fl) 

To  enter  any  color  code,  hold  do\vn  CTRL  and  press  the 
appropriate  color  key.  Use  CTRL-9  for  RVS  on  and  CTRL-0 
for  RVS  off. 
8032/Fat  40  Conventions 

SclWindowTop        (SET   TOP)  Erase  To  Beginning!  ERASE    BEG) 
SetWindow  Bottom  (SET    BQT)  Erase  To  End  [ERASE    END) 

Scroll  Up  (SCR    UP)     ToggleTab  (TGL    TAB) 

Scroll  Down    (SCR    DOWN)  Tab  (TAB) 

InsertLine       (INST    LINE)        EscapeKey  (ESC) 

Delete  Line      (DEL    LINE] 

When  vou  see  an  underlined  character  in  a  PET/CBM/VFC 

program  listing,  you  need  to  hold  down  SHIFT  as  you  enter 
it.  Since  the  VIC-20  and  Commodore  64  have  fewer  keys 
than  the  PET/CBM,  some  graphics  are  grouped  with  other 
keys  and  have  to  be  entered  by  holding  down  the  Commodore 
key.  If  you  see  any  of  the  symbols  in  the  left  column  under- 
lined in  a  listing,  hold  down  the  Co[iimodore  kev  and  enter 
the  svmbol  in  the  right  column.  Just  use  SHIFT  to  enter  all 
other  underlined  characters. 


! 

K 

■*- 

5f 

1 

E 

" 

1 

t 

FT 

2 

R 

# 

T 

S 

3 

W 

$ 

(5- 

- 

z 

4 

H 

% 

G 

= 

X 

5 

J 

' 

M 

< 

C 

6 

L 

& 

# 

> 

V 

7 

Y 

\ 

— 

, 

D 

8 

U 

/ 

F 

/ 

P 

9 

I 

7 

B 

* 

N 

((' 

SHIFT* 

( 

£ 

+ 

Q 

I 

SHIFT -t- 

) 

SHIFT-£ 

0 

A 

1 

SHIFT- 

Cursor  Left  (LEFT) 

Insert  Character     (INST) 
Delete Ctiaracter   (DEL) 
Reverse  Field  On  (RVS) 
Reverse  Field  Off  (OFF) 


Apple  II  /Apple  11  Plus 

All  programs  are  in  Applesoft  BASIC,  unless  otherwise 
stated.  Control  characters  are  printed  as  the  "normal"  char- 
acter enclosed  in  brackets,  such  as  1  D  )  for  CTRL-D.  Hold 
down  CTRL  while  pressing  the  control  key.  You  will  not  see 
the  special  character  on  the  screen. 

TRS-80  Color  Computer 

No  special  characters  are  used,  other  than  lowercase.  When 
you  see  letters  printed  in  inverse  video  (white  on  black), 
press  SHIFT-0  to  enter  the  characters,  and  then  press  SHIFT-0 
again  to  return  to  normal  uppercase  typing. 

Texas  Instruments  99/4 

No  special  control  characters  are  used.  Enter  all  programs 
with  the  ALPHA  lock  on  (in  the  down  position).  Release  the 
ALPHA  lock  to  enter  lowercase  text. 

TImex  TS-1000,  Sinclair  ZX-8i 

Study  vour  computer  manual  carefully  to  see  how  to  enter 
programs.  Do  not  type  in  the  letters  for  each  command, 
since  your  machine  features  single-keystroke  entry  of  BASIC 
commands.  You  may  want  to  switch  to  the  FAST  mode 
(where  the  screen  blanks)  while  entering  programs,  since 
there  will  be  less  delay  between  lines.  (If  the  blanking  screen 
bothers  you,  switch  to  the  SLOW  mode.) 


A  Beginner's  Guide 
To  Typing  In  Programs 


The  first  few  times  you  type  in  a  computer  pro- 
gram, things  can  be  quite  confusing.  We  have 
prepared  this  guide  to  help  new  readers  adjust  to 
the  novelties  of  program  entry. 

What  Is  A  Program? 

A  computer  camiot  perform  any  task  by  itself. 
Like  a  car  without  gas,  a  computer  has  potential, 
but  without  a  program,  it  isn't  going  anvwhere! 
Most  of  the  programs  published  in  COMPUTE!  are 
written  in  a  computer  language  called  BASIC. 
BASIC  IS  easy  to  learn  and  is  built  into  most  com- 
puters (on  some  computers,  you  have  to  purchase 
an  optional  BASIC  cartridge). 

BASIC  Programs 

Each  month,  COMPUTE!  publishes  programs  for 
many  machines.  To  start  out,  type  in  only  pro- 
grams written  foryour  machine,  e.g.,  "TI  Version" 
if  you  have  a  TI-99/4.  Later,  when  you  gain  ex- 
perience with  your  computer's  BASIC,  you  can 
try  typing  in  and  converting  certain  programs 
from  one  computer  to  yours. 

Computers  can  be  picky.  Unlike  the  English 
language,  which  is  full  of  ambiguities,  BASIC 
usually  has  only  one  "right  way"  of  stating  some- 
thing. Every  letter,  character,  or  number  is  signif- 
icant. A  common  mistake  is  substituting  a  letter 
such  as  "O"  for  the  numeral  "0",  a  lowercase  "I" 
for  the  numeral  "1",  or  an  uppercase  "B"  for  the 
numeral  "8".  Also,  you  must  enter  all  punctuation 
such  as  colons  and  commas  just  as  they  appear  in 
the  magazine.  Spacing  can  be  important.  To  be 
safe,  type  in  the  listings  exaclh/  as  they  appear. 

Brackets  And  Special  Characters 

The  exception  to  this  typing  rule  is  when  you  see 
the  curved  bracket,  such  as  "{DOWN}".  Any- 
thing within  a  set  of  brackets  is  a  special  character 
or  characters  that  cannot  easily  be  listed  on  a  print- 
er. When  you  come  across  such  a  special  state- 
ment, refer  to  the  appropriate  key  for  your  com- 
puter. For  example,  if  you  have  an  Atari,  refer  to 
the  "Atari"  section  in  "How  to  Type  COMPUTEI's 
Programs." 

About  DATA  Statements 

Some  programs  contain  a  section  or  sections  of 
DATA  statements.  These  lines  provide  informa- 
tion needed  by  the  program.  Some  DATA  state- 
ments contain  actual  programs  (called  machine 
language);  others  contain  graphics  codes.  These 
imes  are  especially  sensitive  to  errors. 


If  a  single  number  in  any  one  DATA  statement 
is  mistyped,  your  machine  could  "lock  up,"  or 
"crash."  The  keyboard,  break  key,  and  RESET  (or 
STOP)  keys  may  all  seem  "dead,"  and  Ihe  screen 
may  go  blank.  Don't  panic  -  no  damage  is  done. 
To  regain  control,  you  have  to  turn  off  your  com- 
puter, then  turn  it  back  on.  This  will  erase  what- 
ever program  was  in  memory,  so  always  SAVE  a 
copy  of  your  program  before  you  RUN  it.  If  vour 
computer  crashes,  you  can  LOAD  the  program 
and  look  for  your  mistake. 

Sometimes  a  mistyped  DATA  statement  will 
cause  an  error  message  when  the  program  is  RUN. 
The  error  message  may  refer  to  the  program  line 
that  READs  the  data,  flic  error  /s  stilt  in  )lu-  DATA 
stntinnciit::^,  though. 

Get  To  Know  Your  Machine 

You  should  familiarize  yourself  with  vour  com- 
puter before  attempting  to  type  in  a  program. 
Learn  the  statements  you  use  to  store  and  retrieve 
programs  from  tape  or  disk.  You'll  want  to  save  a 
copy  of  your  program,  so  that  you  won't  have  to 
type  it  in  every  time  you  want  to  use  it.  Learn  to 
use  your  machine's  editing  functions.  How  do 
you  change  a  line  if  you  made  a  mistake?  You  can 
always  retvpe  the  line,  but  you  at  least  need  to 
know  how  to  backspace.  Do  you  know  how  to 
enter  inverse  video,  lowercase,  and  control  char- 
acters? It's  all  explained  in  vour  computer's 
manuals. 

A  Quick  Review 

1)  Type  in  the  program  a  line  at  a  time,  in  order. 
Press  RETURN  or  ENTER  at  the  end  of  each  line. 
Use  backspace  or  the  back  arrow  to  correct 
mistakes. 

2)  Check  the  line  you've  typed  against  the  line  in 
the  magazine.  You  can  check  the  entire  program 
again  if  you  get  an  error  when  you  RUN  the 
program. 

3)  Make  sure  you've  entered  statements  in  brac- 
kets as  the  appropriate  control  key  (see  "How  To 
Type  COMPUTEI's  Programs"  elsewhere  in  the 
magazine.) 

4)  Save  the  program  to  tape  or  disk  before  vou 
RUN  it.  Consult  your  computer  manuals  if  you 
aren't  sure  how  to  do  this. 

5)  If  you  get  an  error  when  you  RUN  the  program, 
check  your  listing  against  the  published  program. 

Januoiv.  1983     COMPUTEI     223 


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NEWS 


Peripherals  For 
The  ViC 

DATA  20  corporation  has  intro- 
duced its  new  line  of  four 
peripherals  for  the  VIC-20:  Video 
Pak,  Printer  Interface,  Expansion 
Chassis,  and  Memory  Cartridge. 
All  are  designed  to  give  the  VIC- 
20  added  capability  at  an  afford- 
able price. 

The  Video  Pak  cartridge 
plugs  right  into  the  VIC-20  ex- 
pansion port,  instantly  giving  a 
standard  24-line  display  with  a 
choice  of  40  or  80  upper-and  low- 
ercase characters.  It  also  in- 
creases memory  from  5K  to  20K 
or  even  70K,  enabling  the  VIC-20 
to  run  Commodore  business  soft- 
ware. Video  Pak  also  includes  a 
terminal  emulator  and  screen 
print  feature. 


Printer  Interface  matches  the 
VIC-20  to  most  popular  printers 
and  gives  a  continuous  visual 
monitoring  of  the  data  transfer 
functions.  Status  lights  indicate  if 
the  printer  is  hooked  up,  if  the 
buffer  is  full,  and  if  data  is  being 
transmitted.  The  Printer  Interface 
comes  complete  with  cable  and 
connector  and  needs  no  assembly. 

Expansion  Chassis  lets  the 
VIC-20  run  a  series  of  four  com- 
patible memory,  software,  or 
game  cartridges  with  the  stan- 
dard 22  pin  edge  connector  at  the 
same  time,  while  protecting  the 
VIC-20  power  supply  with  a 
built-in  500ma  fuse. 

Memory  Cartridge  boosts 
the  brainpower  of  the  VIC-20  to 
20K  and  features  200ns  RAMs  for 
added  reliability.  Housed  in  a 
rugged  plastic  case,  the  Memory 
Cartridge  is  an  ideal  first  add-on 
to  any  VIC-20. 


Screen  display  options  with  Data  20's  Video  Pak  Cartridge. 


For  further  information  on 
these  four  VIC-20  peripherals, 
contact: 

DATA  20  Corporation 
20311  Maultoii  Pnrkioay 
Suite  BIO 

Labium  Hills,  CA  92653 
(714)770-2366    ' 


New  Products  From 
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Krell  Software  has  announced 
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capacities  of  children  of  all  ages. 
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Jonuory.  WS3    COHPUTl!     225 


principles  of  scientific  reasoning. 
Connections  draws  subject  matter 
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Available  on  disks  for 
Apple,  Atari,  Commodore, 
Franklin,  Radio  Shack,  and  IBM 
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to  introduce  programmers  of  all 
ages  to  the  art  of  artificial  intelli- 
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programs  which  learn  from  their 
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The  Amazing  Ben  set  of  pro- 


grams starts  by  teaching  you 
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while  both  the  user  and  Ben  are 
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The  A)nazi]i^  Ben  sells  for 
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Atari,  Commodore,  Franklin, 
Radio  Shack,  and  IBM  personal 
computer. 

The  Ciarcia  High-Resolution 
Sprite  Graphics  board  enables 
you  to  maintain  as  many  as  32 
sprites  {single-color  figures  of  8x8 
or  16x16  pixels)  at  one  time  or  hi- 
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The  Sprite  Graphics  Board  is 
Apple  (C)  slot-compatible.  Since 
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Apple  (C)  video  or  sprites. 


The  Sprite  Graphics  Board 
comes  with  two  disks  (demon- 
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editor),  with  full  documentation. 
The  price  is  $325. 

The  College  Board  W83  SAT 
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42  programs  covering  vocabu- 
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Apple,  Atari,  Commodore, 
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Krell  is  also  the  marketing 
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The  series  uses  the  latest  and 
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Q               830  MODEM                                        149 

"     .         850  INTERFACE                                159 

yf         LE  STICK                                               SO 

f^  If        NEWPORT  PHOSTICK  iSO              30 

\/\      VERBATIM  SS/OD  DISKS                29 

^-O*^          .  MAXELL  SS/DO  DISKS                     35 

\.     J  ^H-*      Joyslicksor  PJddlcs                      .18 

^^  /            The  Enlerlniner                                 69 

.            LI     The  Programmer                               54 
ly-siT^     ThaEducalor                                   t19 
f  i^       \\     The  CommuriiCillor                        299 

^Sta^ll     Caverns  of  Mars                               29 

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J      V,      1      Slar  Raiders                                       33 
'*^^\    1       Apple  Panic                                       21 

\       J  \  1       Canyon  Climber                                21 

l/VvU       Choplllter                                       2G 
1/  /  11        Clowni  and  Ballooni                     21 

//         Rosen's  Brigade                                26 

■^  lyi          Frogger                                              25 

\       #       .    Gort                                                    30 

/    J            Picnic  Paranoia                                 26 

n      A          K-aaiy  Shooioul                        36 

\     f\            Escape  (rom  Vulcan's  Isle               21 

k      ^       ^Sl                hIaiililiiG                                                                              OR 

V/\               preppie                                           23 

I  /     \/          O'Ri  ley's  Mine                                   26 

II  A            Threshold                                          30 

^^  /        Curse  oi  Ra                                     16 

^         1        \/                  CIrahlrH                                                                                "in 

^     V     V            rircDira                                  i^                 ju 
11/             Zorill/II                                                  30 

y     Y                Vilicalc                                                 179 

/                         APX  SOFTWARE                           CALL 

'/\                   APPLE  SORTWAHE                    CALL 

j    1                  TRS-80  SOFTWARE                   CALL 

^J             ^scommcidore 

VIC  20                                            SV79 

/^     /               VIC  1515  PRINTER                         335 

M/                VIC  1530  DATASSETTE                  67 

•^  /                 VIC  1540  DISK  DRIVE                    469 

/                  VIC  160O  VICMOOEM                      97 

/                   VIC  1211  SUP,  EXPANDER             53 

/                    VIC  16K  MEM  EXPANDER             99 

/                      VIC  SK  MEM    EXPANDER                 52 

/                     Scott  Adsnii  Advenlures                 3S 

1                       Vic  Avenger                                       23 

1                        Super  Alien                                        23 

J                        Choplllter                                           32 

f                        Apple  Panic                                       32 

1                     Omega  Ric*                                3S 

\                     snamus                                        29 

\                       GdM                                                    3S 

1                                                 PRINTERS 

J                      NEC  80:3A-C                                $479 

/                      Oliidata  Microline  SO                      329 

/                        Okidala  Microline  8SA                   469 

1                         Epson  MX  lOO/Graflrax                 679 

f                                               MONITORS 

NEC  JC-1203  Color                      im 

Sanyo  13"  Color                             399 

Amdak  Video  300  Amtwr              169 

Amdek  Color  1                                 339 

©pHODiriiiioiiii  ©off^iyinreto' 

FredlyigSt 

Dept.  A 

P.O.  Box  1038.  PtacerviHe,  CA  95667 

916/621-1090 

TO  ORDER  CALL  OR  WRITE 

Terms:   Cenified   checit,   M.O..   personal 

checii  (2  wiss.  to  clear).  Banli  Wire  (U.S 

Funds).  No  C.O.D,  Visa,  M/C  add  3%  sur- 

charge, inc.  card  n  &  exp.  date.  CA  res.  asftf 

6%  tax.  Ship.  &  Handling  add  3%  (Mm,  S3| 

in  Conl'l,  U,S  (call  for  ship,  other  areas). 

Send  $2  (or  catalog .  S2  o)(  cou  pon  on  next 

order.  Inc.  phone  i*  all  orders.  Prices  sub- 

ject to  ciiange  w/o  notice 

^ 

COMMODORE 
^  PET  OWNERS  ^ 

NEW  AUTHENTIC  PROGRAMS 

CASINO  CRAPS 

•Any  bet  maide  in  Vegas, 

now  can  be  maide  at  home. 
•Thie  Field  Hardways- 

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•Find  a  winning  systenn,,wiltiout 

losing  a  dime, 
8K  version  (1  player)$  10,95 
1 6K  version  [5  playersIS  1 2.95 

KONNECTFOUR 
•Now  play  this  popular  game 

against  your  pet. 
•Excellent  sound  &.  graphics 
•Real  time  clock 
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•Can  fit  into  8K 

•  Fun  &.  Educational  for  all  ages 
ONLY  $10.95 


GP  Microsystems 
72-31 67th  Place 
Giendoie.N.Y.  11385 

Please  include  SI. 50  shipping 
&.  handling  for  each  program, 
Indicateversion, 


Memory  Expansion  Boards 
for  the  ATARI*  Computer 

•Completely  compatible  with  ATARI 

hardware  and  software 
•No  modifications  necessary 

(16K&32K) 
•Fully  assembled  and  tested 
•User  installable 

•  Goid  connector  tabs  and  sockets 
•One  year  warranty 

16K  Memory  Board  (eOO)-»49.95 

32K  Memoty  Board  (400/800)- $89.95 

4aK  Memocy  Board  (400)-»  169.96 

We  Will  Meet  Advertised  Prices 
Build  Your  Own  Memory 

16  K  board  ■  no  components  •  SiO.OO 
32K  board  ■  no  components  ■  S30.00 
48K  board  ■  no  components  -  S50.00 

-  MEW  ATARI  SOFTWARE  — 

Add  S2  Shipping  and  handling 
Visa  &  MasterCard  Accepted 

ATARI  t5  a  trademark  d!  Atari  Inc. 

Dealer  Inquiries  Welcome 

Tiny  Tek,  Inc. 

P.O.  Box  820249 

Dallas,  TX  75382-0249 

214-373-8926 


'Sfllfltt 


UDhme^  fmce^  Qfis 


ATARI 


^/0ai4OpAw€.  1439 

4/0/?£a>u^e^  S74. 

i^lfpA^mt^  S57a 

Wlntsy^  si6a 

4iS  pAeo^o/m/me^      ^54. 
4H  Coi^imumcatot^  ^295. 

ATARI  Software 

CX4104  Mailing  List $17 

CXL4007  Music  Composer 43 

Programming  2  &  3 20 

Conversational  Languages 43 

CX4018Pilot 57 

CX405  Pilot 97 

CS81 26  Microsoft  Basic .,  55 

CXL4022  Pac-r\flan 31 

CXL4020  Centipede 31 

CXL4009  Computer  Ctiess 26 

CSL401 1  Star  Raiders 33 

GXL4012  Missile  Command 26 

CSL401 3  Asteroids 26 


^AiARI^tifVlUfc 


RdORf  H/TKHZED  re  TvtOf^ 


5 

i 


I  ^Adeu^^dPi^pfi&fAM.  c^4-hfiUAy  I 


For  fast  delivery,  sand  certified  or  cashier 
checks,  money  orders,  or  direct  barrl<  wire 
transfers.  Personal  ctiecks  allow  2  to  3 
weeks  to  clear.  Prices  reflect  cash  discount 
and  are  sub/ect  to  change.  Add  2%  lor  credit 
card  purchases.  Shipping— Software  $2 
Minimum.  Hardware— call.  Foreign  inquiries 
invited— add  15%  lor  shipping.  Ohio  resi- 
dents add  6.5%  sales  lax. 


'sfsati 


5485  Warrensville  Center  Road 

Maple  Heights,  Ohio  44137 

216/663-2032 

Coll  Toll  Free 

1-800-482-7254 

outside  Ohio 

Mon.-Sat.  10-6  EST 


game's  most  subtle  points.  The 
series  also  offers  a  chance  to 
match  wits  against  international 
grandmasters. 

Each  instruction  module  in- 
terfaces with  the  Socrates  Chess 
Player.  The  price  of  each  module 
is  $39.95. 

Krell  Software 

1320  Sloin/  Brook  Rond 

Stom/ Brook,  NY  11790 

(526)751-5139 


ZX-81  Software 

RAK  Electronics  has  announced 
a  new  line  of  software  for  the 
Sinclair  ZX-81.  Three  recent  re- 
leases are  Math  Drill,  Coif,  and 
Toii'crs  of  Hanoi. 

An  educational  program. 
Math  Drill  allows  the  user  to 
select  addition,  subtraction,  mul- 
tiplication, or  division.  Written 
for  elementary  school  aged  chil- 
dren.      Math      Drill      displays 


flashcard-style  math  and  keeps 
score. 

Go//allows  up  to  four  players 
to  play  18  holes. 

In  Towers  of  Hanoi,  the  player 
tries  to  move  all  the  discs  to  the 
last  tower  in  the  least  number  of 
moves  possible. 

Each  program  is  available  for 
$4.95.  There  is  also  a  $2  {per 
order)  shipping  and  handling 
charge.  Each  program  requires  a 
16K  memory  expander.  A  free 
catalog  of  ZX-81  software  is  avail- 
able on  request. 

RAK  Electronics 
P.O.  Box  1585 
Orange  Park,  FL  32073 


Airstrike  Game 
For  Atari  400/800 

English  Software  announces  the 
release  of  Airstrike.  Available  on 
16K  cassette  and  disk,  Airstrike 


Apropos  introduces   \Fi/M^/^^ 
The  only  RAM  your  VIC-20®  will  need 

FEATURES 


•  A  FULL  27K  bytes.  (Added  to  VICs  5K) 

•  Fully   switchable   In   sections,  (may 
be  used  witti  Super  Expander  and 
games,  and  other  plug-ins 

•  Bull!  in  reset  button. 

•  Fuse  protected. 

•  Totally  self  contained 

•  2  extension  connectors 
for    any    device    normally 
plugged  into  ttie expansion  port 

•  Very  low  power  useage 

•  High  reliability, gold  pfatedconnectors 

THIS    SUPERB    PLUG-IN    GIVES    YOUR    VIC-20 
REAL  POWER  AND  EXPANDABILITY 

FOR  ONLY   $1  65.00 

B  month  parts  and  latior  warranty 
WE  SERVICE  WHAT  WE  SELL 

TO  ORDER: 

Send  Check  or  N/loney  Order  For  the  Total,  plus 

Shipping:  S2.00  (Software)  or  S4.00  (Hardware). 

max  S5.00,    Calif,  residents  add  6%  tax. 

Phone  orders:  CALL  (805)  484-3604 

For  credit  card  orders,  mclude  all  intormation  oncard 


Foreign  orders,  add  S6.00 
All  Items  shipped  from  stock. 


mm 


SOFTWARE 

DR.  FLOYD 

Psychoanalysis  by 
computer?  -  well, 
not  quite,  but  Dr. 
Floyd  will  carry  on 
a  conversation  with  you 
using  psychoanalytic  techniques 
giving  the  appearance  of  artificial 
intelligence.  Requires  1 6K  or  more. 
S12.95 

WORD  PLAY 

Includes:  "Jargon"  -  a  jargon  word 
generator.  "Animal"  -  a  fun  game 
where  the  player  teaches  the  com- 
puter about  animals.  "Story"  -  the 
computer  writes  stories  using  the 
players  input  names,  places,  etc, 
"Haiku"  -  the  computer  writes  HAIKU 
like  poetry.  Requires  1  6K  or  more. 
S12.95 

All  software  is  on  high  quality  cassettes 
and  is  replacement  guaranteed. 


VIC-20  IS  a  registered  trademark  ol  Comodore  Bjstress  fvlachfnes.  Inc 


'nPftOPOS  T€CHNOLOGt 


Camarillo,  CA  93010 
350  N.  Lsntana  Ave.,  Suite  B21 


provides  arcade  realism  and  de- 
mands a  high  level  of  skill  from 
the  game-player  within  a  fast 
shoot-out  scenario. 

Game  features  include: 
superb  fine-scrolling  graphics; 
top-notch  color;  multiple  skill 
levels  (each  denoted  by  a  differ- 
ent color  play  field);  100% 
machine  program;  one-  or  two- 
player  mode.  The  suggested  re- 
tail price  is  $39.95. 

English  Soflzvare  Company 
934  Hermosa  Avenue 
Suite  13,  Snudcastle  Plaza 
Hermosa  Beach.  CA  90254 
(213)372-3440 


A  40/80  Character 
Expansion  For 
The  VIC 

Computer  World  has  designed 
an  expansion  to  make  the  VIC 
suitable  for  professional  applica- 
tions, e.g.,  accounting  and  word 
processing,  especially  when 
using  the  Brother  8300  daisy 
wheel  printer/typewriter,  adapted 
to  operate  with  the  VlC-20. 

When  using  the  video  car- 
tridge, you  may  choose  between 
a  25  X  40  and  a  25  X  80  character 
mode  (25  lines  of  80  characters 
each).  This  enables  you  to  use  the 
programs  written  for  the  2000, 
3000,  4000  and  8000  CBM  com- 
puters without  major  alterations. 

The  Computer  World  video 
cartridge  for  the  VIC-20  has  the 
following  features: 

-  40  or  80  column  display  (switch- 
able  with  BASIC,  without  losing 
any  program  in  memory). 

-  VIC  and  PET/CBM  graphics. 

-  32K  RAM  expansion  (instead  of 
27. 5K).  Note:  All  you  need  is  the 
expansion  box  with  the  3,  8  and 
16K  RAM  cartridges. 

-  Upper-  and  lowercase  with  true 
descenders. 

-  Full  cursor  control. 

-  Program  editing  in  40  or  80  col- 
umn mode. 

-  No  alterations  needed  in  VIC. 


ssBsm 


E 

Tilt<:67M77  TDll'Frie  PliancOiders 
Toll-frn  rri  ca)  SDD'2S2-2153  Eaa-42reD4J  luui  ol  CA) 
Orilti  DniiiDpin  6  diyi  I  nttk!  7:00  AM  to  E:OOPM  Mon-Sit 
P.O.  Sdi74S45  ZieSo.  Oilmd  Am.  Lot  AhjiIes.  CA  90004 
Wont:  t;H)  T39mO     title:  ~OLYHAV"  LSA 


sjhh? 


li^ 


HEWLETT 

PACKARD 


LCD 


HP-16C  Cnmpuler  Scientist- 

for  Programmeri  &  Digital 

Designers     127.50     WE  ARE  AUTHORIZED 

FULL  imE  HP  Dealers. 


VICTOR 


YOUR  COST: 

S395.00 

VICTOR  SOeO  80  Column  Printer 

A  reaf  work  horse!  100  cps,  graphics, 

buffer,  4  interfaces  including  HP-18 

Ret«il:S995.00    Wholesale:  $67  0,00 

Fully  guaranteed  by  Victor,  in  business 

since  1916 

Qz.  commodore 


UIG20 


5K  Ptrtonil  Camfuier 

ttOPkiwlh^ny  TVI 

ner 


S5, 000^00 ! If vontorf  it  all 

_    rj'm*(.  OaiB.  iccTi,  it\i/itet' 

Gaoii  ivbjset  to  *rtiltt}'iiTy:  ff'ii  «i(  luptrctiiex 
»>i  prtnoui  Kit.  fob  our  ^arthauu;  pr.ctt  tub- 
/*Cl  (o  cfifift  witfiout  naUct.  "ot  'fioontihie 
fo'  ivOO^'tefrtct'  c'fory  all  ofde't  «uft^ 


}na:f  Sb.95. 
fimout  c»taiog\ 


APPLE  coMPUTERjTexas  Instruments 

Home  Computer 


48K  Plus 

Disk  drw/controller 

Disk  dr '  no  controller 


10G9.95 

494.95 
4T9.9S 


FRANKLIN  ACE  1000 

64K  Computer,  Apple  Compatible 
uses  all  Apple  software,  peripherals 

&  accessories. 

ACE  1DD0  including  disk  drive  w/ 
controller  plus  'ACE  Writer'  word 
processor  softvrare.  RE:I177B.OO 
Your  Cost:S12S9.9B 


tIMEX/SINGLAIR 

TS1D0D  2K  Computer 
TS1G00  Memory  expansion 


99.95 
49.95 

MEMOTECH  Uemopak  Peripherals 

MT64K  64K  SI 79.95 

MT32K  3ZK  109.9S 

MT16K  1EK  5S.95 

More  peripherals  available 


ATARI'800'  -48K 
"'^f  $499.95 

' — ft  STOCK 


410  Program  recorder  79.95 
BIO    DisJi  drive  449.95 

BSD  Interface  module  1B9.95 
B30  Acoustic  modem  189.95 
Printer  Centr.  737^39  499.95 


Your  Con 

$429.95 


ollvelll 

"PRAXIS  35" 
ELECTRONIC  TYPEWRITER 
Interchangeable  'Daisy 
Wheel' type  element, 
3  sizes-Pica,  Elite  &  Micro 
plus  cartriiige  ribbon  &  morel 


BASPChioinB 

Video  Tapes 

T  120  VHS2^.6.hr  10.95 
L  7^  Bell  2.4«ho.jF  10  95 
,  1.  50C    Beta  ^2  3-htttjr        r« 


16K 

ATART^OO 


COMMODORE  VIC-2D 
1530  Datisette  rec.  59.95 

1541  Disk  drive  339.95 

1S25E  Printer,  great  unit    339.95 
1600  Phone  modem  99.95 

We  carry  an  enormous  amount  oi 
software  S  games  for  the  VIC-ZO. 


WE  ARE  A  FULL-LINE 

COMMODORE  DEALER  & 

CARRY  IN  STOCK  ALL 

COMMODORE  MODELS  MOST  OF  THE  TIME. 


WE  CARRY  THE 
IS^i^^^^      PRINTERS... 

mural  I  una  Epson,  the  whole  line 

BMC  as  low  as  S89.95  CODEX 

OL'^nl^T' DIABLO 


NEW 
COMEX  Printer 

Similar  to  the  Epson  80  FT|  150  line  p/m  ptr 
Has  80  cps,  tractor  feed, 
block  graphics,  great  unit 
$399.95 


SANYO  all  models 
CDMREX  al)  models 
AWDEK  all  models 
NEC  all  models 
Texas  Instruments 
&  morel 


C  ITOH 

NEC 

COMREX 

OKIDATA 

VICTOR 

and  more. 


ANADEX 
ANAOEX 


MULTITECH 
Computer     $349.95 

B4K  Apple  compatible  with  tape 
software,  available  with  Apple 
compatibility  with  diskette  in 
January  19B3,  great  unit.  Plenty 
of  educational  &  other  software. 
Full  size  keyboard  $49.95 
With  Chinese  lang.  $479.95 
5'/."  Disk  drive  w/cont.  269.95 
179.95 
Cassette  recoriier  G9.9S 
Sound  generation  board  129.95 
&  speech  synthesiier 


ri-99/4A 

Now 
Only 

SlHy"*'    AFTER  MFC'S 

^VV  REBA  TB-you  pay 

OSC  $299.95.  Tl  rebates  you  Si 00. 

(offer  good  thru  i/3 1/831 

Plus  FREE  $50  RF  Modulator 

with  purchase  of  TI'99/4A 

Call  &  ask  about  FREE  Speech 
Synthisizer  OFFER! 

1D"  coloi  monitor  high  res  339.95 

Extended  Basic  75.00 

Speech  synthesizer  129.95 

Telephone  coupler  (modem)  189.95 

Printer  (solid  state)  319.95 

riLQGO  99  95 


W^TU?4yiWgTT 


$199.95 

including  FREE 
Donkey  Kong 
Cartridge. 


fromlcOI-ECOl 


Tl  EXPANSION  BOX  SYSTEM 
Peripheral  expansion  box  199.95 

RS  232  card  139.95 

Disk  control  card  199.95 

Mem.  exp.  32K  card  239.95 

P-code  card  (1270  req)  199.95 

Disk  memory  drive  379.95 

An  enormous  amount  of  peripherals, 
accessories  &  software,  at  great  prices 

Programmable  TI-59 

Your  Cost:S1 69,95  plus-S20.00 

rebate  from  Tl  plus  Free  Library 
Tl  LCD  Programmer      59.95 


DISKETTES   Box  of  10 
Verbatym    SS  SD  40  track  29.95 


3M  SS  DD   744D 
Maxell  SS  DD  Soft  sect 
Dysan  104   Soft  sect 
BASF  Soft  sectored 
OMNI  SS  SD 
Mead  cleaning  kit 
Refill 


29.95 
34.95 
44.95 
28.95 
19.95 
11.95 
19.95 


%' 


PECinc 

OFTWARE 


SKETCHPAD  For  VIC  20 

Draw  your  own  pictures 

MONEY  MINEFIELD  For  VIC  20 

Try  to  collect  all  Ihe  money  bags 

tsefore  runnmg  ^^^to  ihe  walls  A  lasl  aclion 

multiple  skill  level  game  ..    . 

TARGET  DESTROY  For  VIC  20 

Try  10  destroy  the  enemy  base  before  you 

run  out  ol  bombs 

FIREFIGHTER  li  ForVfCZO 

Proteci  your  homes  and  forest  from  the 

raging  fire   ., 

MOONLANDER  ForViCe4 

Try  io  land  without  crastiing  into  the  moon. 

A  last  action,  lun  tilled  adventure , . 

FIREFIGHTER  64  For  VIC  64 

Like  FIREFIGHTER  11  protect  your  homes  and 

lorest.  but  now  its  more  exciting  than  ever 

SPRITE  EDITOR  For  VIC  64 

For  people  who  wan!  to  lake  advantage  ol 
the  Commodore  64.  Multi-colored  sprites  at 
your  lingertips.  Easy  to  make,  and  lun  to  use. 

A  must  for  all  serious  programmers 

MAILING  LIST  V1. 9  For  VIC  20 

The  best  mailing  list  around  for  your  Vic-20 

and  1  540  disk  drive  system. 

650  entries  per  floppy  with  an  8k  expansion 

Single  or  multiple  label  printing  capability 

Printing  of  all  inlormation 

Adding  -  Changing  -  Deleting  any  record 

Single  Record  searching 

Menu  Driven.  Very  user  Tnendly  

PERSONAL  FINANCE  PACKAGE  I  SPECIFY  VIC 

A  very  versatile  program  product  An  expense  register 
and  general  ledger  all  in  one,  Wenu  driven  and  very  user 

friendly.  A  must  lor  all  with  recordkeeping  in  mind  

MAILING  LIST  V2.0  For  VIC  64 

Even  better  than  V1,9.  Now  taster  searches 

multiple  width  mailing  labels,  alphabetizing  and 

much  much  more 


10.95 

.  12  96 
10.96 
1295 
14  96 
14.95 


..  17.95 
20  or  64 


. ..  19.95 


19.95 


P.O  Box  10516 


Dealer  Enquiries  Always  Invited 
California  residents  add  6'>i%  sales  lax 

To  order  send  check  or  moriey  order  to: 

SPECIFIC  SOFTWARE 

San  Jose.  CA  95157 
For  COD  orders  call  I40ai  241-0181 


^ 


JCOMPUTER  P\) 


1 


ATARI  NECESSITIES 

We  now  have  in  stock  the  fabulous 
ATR8000.  Look  for  Software  Publishers  ad 
(Nov.  pg.  193)  for  details.  Look  Io  us  (or 
price!!  Save  15%  and  more. 


OISKEY 

VALFORTH 

GENERAL  UTILITY  PACKAGE 

PLAYER  MISSILE.  CHAR.  &  SOUND 

DISPLAY  FORMATTER 

TURTLE  GRAPHICS  &  FP  ROUTINES 

TEXT  COMPRESSION  &  FORfvlATTING 

HEAVY  DUTY  8II^D£H 

ALL  SEVEN  ITEMS  ABOVE 

TRICKY  TUTORIALS  1,  2,  3,  4,  6,  8 
TRICKY  TUTORIALS  5,  7 
TRICKY  TUTORIALS  9,  10,  11. 

DE  RE  ATARI 

TECHNICAL  REFERENCE  NOTES 

DOS  UTILITIES  SOURCE  LISTING 

INSIDE  ATARI  DOS 

YOUR  ATARI  COMPUTER 

ATARI  GAMES  &  RECREATIONS 

CHRISTMAS  SPECIAL  -  THE  ENTIRE  MONTH  OF  OCOCMOEW  15%  OFF 
ON  ANY  BOOK  IN  STOCK  —  HUNDREDS  OF  TITLES  ~  GIVE  US  A  CALL 


CQHIPJTEn  PLACE 

P.O.  Box  6007-169  1698  Market  St. 
Redding,  CA  96001     Ph.  916-221-1312 


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Color  Video  For 
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Color  Chart  is  a  color  video  RAM 
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tek  SYM  type  systems.  The  small 


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wires  clip  to  read/write  signals  in 
tlie  system  and  convert  the  ROM 
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Color  Chart  operates  in  eight 
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Color  Chart  can  be  used  to 
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Disk  Utiiity  For 

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P.O.   Box  1099,  2225  Main  Street  Juliaa  Calif.  92036 

Apple  Couniry,  Ltd.  is  A  DISCOUNT  MAIL  ORDER  HOUSE  forihe  micro  computer  industry 

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230    COMPint!     January,  W83 


THE  MONKEY  WRENCH    FOR  ATARI 


rs^^ 


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A  BASIC  and  madiine  Sangua^e 
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Plugs  Into  right  slot  and  works 
with  ATARI  BASIC.  Adds  9  new 
direct  mode  commands  in- 
cludirig  auto  line  numbering, 
delete  lines,  change  margins, 
memory  test,  renumber  BASIC, 
hex/dec  conversion,  cursor  ex 
change,  and  machine  language 
monitor. 
The  monitor  contains  1 5  com  mauds  used  to  intera d  with 
the  6502,  Some  are  display  memory/registers,  disassem- 
ble, hunt,  compare,  hex/dec  convert  transfer  memory . 
Uses  screen  editing. 


$49.95 

(See  the  many 

reviews.) 


ATARI  AND  PET 
EPROM  PROGRAMMER 

Programs  2716  and  2532  ii 

EPROMs.  Includes  hardware  ^^^h||||^_«| 
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VIC  PET  VIC  PET  VIC  PET  VIC  PET  VIC  PET 


Are  you  tired  of  long  w^its  ro  IoacI  <inf1  s^ve  on 
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PET  TERMINAL  SOFTWARE 

A  buy  you  RS-232  users  can't  pass-up.  Includes 
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Blast  off  with  the  software  used  on  the  space 
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PrQwniei  Printer '  Excellent  (Jo!  matnie  pnni  Parallel  =  S4&9  DO 
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Hani  Oisk  Drive -375 
J  Drive  Canlroller  -  114 


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VIC-20 

OUR  LOW 

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OTHER  VIC-20  PRICES 
ON  REQUEST 


WICO 

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ON  SALE 

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LOW,  LOW 

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FOR  ALL 

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A argi^^  Technical  Sales 

AW  ■  ■_  281  Needham  St..  Newton,  MA  02164 
ASM  ■    ^P  Out  of  State  800-343-0854— 
In  MA  617-969-1799 

Do  not  send  cash.  Personal  ctiecks  lake  two  weeks  to  clear.  Add  3%  lor 
MasterCard  or  VISA.  Add  shipping  charges  to  all  orders.  We  cannot  ship 
to  P.O.  Box.  Delivery  subject  to  availability.  Prices  may  change  without 
notice.  In-store  prices  may  vary.  Not  responsible  for  typographical 
errors.  Minimum  charge  for  shipping  and  handling  is  S3.95. 

IN  STOCK  ITEMS  SHIPPED  WITHIN  24  HOURS 


WE  MEET  OR  BEAT  ANY  CURRENTLY  ADVERTISED  PRICE.  CALL  FOR  PRICES 


/ 


The  suggested  retail  price  is 
$19.95.  Available  at  computer 
and  software  stores  or  direct 
from: 

Central  Point  Software.  Inc. 
P.O.  Boxl9730-#2(B 
Porthmd,  OR  97219 
(503)244-3782 


Word  Processing 
On  Commodore 
VIC  And  64 

A  full-featured,  letter  quality 
word  processing  package  is  avail- 
able for  the  Commodore  VIC  and 
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clude full  line  and  global  edit 
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tings, right  justification,  and  pro- 


portional spacing.  Quick  Brown 
Fox  also  automatically  reformats 
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With  Quick  Brown  Fox  soft- 
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548  Brondicny,  Suite  4¥ 

NewYork,NYW012 

(212)925-8290 


Space  Game  For 
Atari 

K-Star  Patrol  is  a  game  which  has 
space  ships  confronting  alien  at- 
tack ships  and  an  intergalactic 
leech.  The  package,  with 
graphics,  contains  one  ROM  Car- 


Sit  Back  With 

SIDEWRITER 

The  Auxiliary 
Keyboard  for  the 
"Atari  400  or  800'% 
which  gives  you  the 
advantage  of  a 
Portable  full  stroke 
keyboard. 


Whether  you  use 

the  Sidewriter  as  a 

second  point  of 

entry  or  you  just  wish  to  sit  back  with  your  feet 

up,  the  Sidewriter  goes  where  you  go  to  give  you 

the  most  from  your  Atari  computer. 

FOR 

INFORMATION 
CONTACT: 


SONICS 


INC. 


14416  S.  OUTER  40  RD.  /  CHESTERFIELD,  MO.  63017 
(314)  434-0433  DEALER  INQUIRIES  INVITED 


K-Stnr  Patrol,  space  gauie  from  K-Byte. 

fridge  and  a  12-page,  full-color 
instruction  booklet  with  com- 
plete rules  of  the  game.  The  car- 
tridge fits  Atari  400  and  800  per- 
sonal computer  systems. 

For  more  information  on  K- 
Star  Patrol  (Model  No.  ATR1002) 
and  other  computer  games  and 
products,  contact: 

K-B}/tc 

Divisioii  of  Kny  Enterprises  Co. 

1705  Austi)!  Street 

Troy,  MI  48084 

(313)524-9878 


Color  Computer 
Expansion  Unit 

Maple  Leaf  Systems  announces 
the  Multiport,  the  first  multiple- 
slot  expansion  unit  for  the  Color 
Computer.  This  device  allows 
simultaneous  connection  of  up  to 
four  separate  Color  Computer 
compatible  peripherals.  For  ex- 
ample, a  disk,  modem,  program 
cartridge,  printer,  and  clock  car- 
tridge can  now  be  on-line  at  once. 
The  computer  can  switch  be- 
tween peripherals  under  soft- 
ware control,  allowing  one  pro- 
gram to  access  any  or  all  of  the 
peripherals  at  any  time. 

The  Multiport  is  a  powerful 
hardware  circuit  which  allows 
selection  of  any  of  the  four  soc- 
kets with  a  simple  POKE  com- 
mand. It  connects  directly  to  the 
expansion  port  of  all  models  of 
the  Color  Computer. 

The  Multiport  comes  com- 
pletely   assembled    and    tested. 


fc«-«|f  »■•■•■*■  »  ■  ■  ■'■'■^■^^■^a  »»»■■■■  gr 


* 


iATARri 


800  COMP.  (48K)  . .  $61 

•  PERCOM  D/D  DISK  DRIVE  . .  $559 


810  DISK  DRIVE    .. 

. .  $428.00 

410 RECORDER  ... 

..     $74.00 

850  INTERFACE    .. 

. .  $164.00 

4D0C0MP(16K)    .. 

. .  $265.00 

ENTERTAINER  .... 

..     $66.95 

COMMUNICATOR    . 

. .  $298.00 

BOOKKEEPER  KIT    . 

. .  $169.00 

32K  RAM  (Mosaic)  .. 
32)(  RAM  (fntec)  .... 
48K  RAM  (imec/400) 

RAMDISK    

SIGNALMAN  MK  II  .. 
WICO JOYSTICK  .... 
WICO  TRACKBALL  .  . . 


9.00 

00  • 

.  $99.00 
$69.00 
$139.95 
$425.00 
$78.95 
$22.95 
$48.95 


SUPER  DISCOUNT  SOFTWARE 


ADVENTURE  INTERNATIONAL 

RBarQuard(D|   S16.95 

Adventures  (par  sell  (D)  ....  S28.95 
Adventures  t-12  Each  Id    ,.$17.95 

PreppielC/D)    119.95 

War(01    S16.96 

APX 

Eastern  Front  1941  |C/D)  . . .  S22.95 

Fam.  Cast!  Flow  (D)  S16.95 

747LandmgSlm.  (C;D)    S16.95 

ATARI  INCORPORATED 

Microsoft  Basic  |D)    S65.95 

MacroAssem.  &Edltor(D|    .$64.95 

Assembler  Editor  (Rl   $44.95 

Basic  Cartridge  |R)    S44.9S 

PacMan(R|    $32.95 

Centipede  |R)  $32.95 

Caverns  of  Mars  (D) S27.96 

Missile  Command  (R|    $25.95 

Star  RaidersfR]    $32.95 

Asleroids(R) $25.95 

Conversational  Lang. Ea.(C|    $43.95 

Music  Composer  (R)   $29.95 

Super  Breakout  (R)    $26.95 

ComputBr Chess  (R)    $26,95 

Ikly  First  Alptiabet  ID) S25.50 

Programmlng2&3[sa.)(C)  .  $21.00 

Word  Processor  (0)   $107.00 

Pilot  (Educl S9B.00 

Home  File  ManagerfDl  ..,.$38,95 
Bookkeeper  Program  (D)  . .  .  598.95 
AUTOMATED  SIMULATIONS 

Invasion  Orion  (C/D|    $16.95 

Rescue  at  Rigel  (C/D) $19.96 

Tsmple  of  Apshai (C/D)  ....  $26.95 

Slar  Warrior  (C/D) $26.95 

Dateslones  of  Ryn  (C/D)   . .  .  $14.95 

Dragon's  Eye  (D)    S19.95 

Crush  CfumberCti.  (C/D)  ...119.95 

AVALON  HILL 

Empire  of  Overmind  (D)  ....  $22.95 

Voyager(D) S17.95 

B-1  Nuclear  Bomber  (C| S11.95 

Lords  of  Karma  (C) $14.95 

Tanktics(Dl    St9.95 

BRODERBUND  SOFTWARE 

Apple  Panic  (C/D) $19.95 

Star  Blazer   $21.95 

Choplifter{D)    $22.95 

Davids  Midnight  Magic  (D)  .$22.95 
HI  RES  Deadly  Secrets  ID)    .$22.95 

Stellar  Shuttle  (C/D) $19.95 

DATA  SOFT 

Text  Wizard  11(D)    $64.95 

Spell  Wizard  (D)    $52.95 

Canyon  Climber  (D)  $19.95 

Pacific  Coast  Hwy  (D)  $19.95 

EDU.WARE 

Compu-Read(D)  .  $20.95 

Compu-Malh  Frac.  (0) $27.95 

Compu-MalhDec.(D)    $27.95 

Compu-RBad(C) $13.95 


INFOCOM 

ZorkKD}  J26,a5 

Zork  II  (Dl    126.95 

Deadline{D)   $33.95 

JV  SOFTWARE 

Action  Quest  (C/D) $19.95 

Ghost  Encounters  (C/D)    ...  $19.95 

K-BYTE 

K-Razy  Shootout  (R)    $33.96 

K-Star  Patrol  (R)  $33.95 

K-Razy  Kritters  (R)   $33.95 

K-Razy  Antics  (R)  $33.95 

K-OoslD) $58.95 

ON-LINE 

HI  RES  Wiz&  Princess (D)  ..  $21.95 

Crossfire  (C/D)   $19.95 

Frogger  (C/D)   $22.96 

Threshold  (0)   126.95 

Ullimal(D)    $26.95 

Ultima  11(0) $38.95 

The  Next  Step  (D) $26.95 

OPTIMIZED  SYSTEMS 

Basic  A -f  (D)    $58.95 

OS/A  -(-(D)    $58.95 

Speed  Bead  Plus  (D)    $42.95 

nOKLAN 

Deluxe  Invaders  (D)   $22.95 

Deluxe  Invaders  (R)   $26.95 

Gorl  (D)  $26.95 

Gort  (R)   $29,95 

Wizard  of  Wor  (D) $26.95 

Wizard  of  Wor  (R)  $29.95 

SIRIUS 

Space  Ebbs  (0) $19.95 

Sneakers  (D) $19.95 

WayOutiD)    S26.95 

STRATEGIC  SIMULATIONS 

TheShatleredAlliance(D)  .  $26.95 
TieersinTheSnowlC/O)  .  .,  $26.95 
Battle  of  Shiloh  (C/D) $26.95 

SYNAPSE  SOFTWARE 

File  Manager  800 -f  (D)   $64.95 

Protector  (C/D)  $22.95 

Shamus  |C/D)   $22.95 

Nautilus  (C/D) $22.95 

MISCELLANEOUS  SOFTWARE 

All  Baba  4  40  Thieves  (D)    ,.$21.95 

Crypts  of  Terror  (D)    $22,95 

Dr.  Goodcodes  Cavern  (D)    .$19,95 

Masief  Type  I D)    $26.95 

Pool  1.5(D)    $22.95 

Raster Blaster(D)    $19.95 

Sam  (D)  $40.95 

Sammy  the  Sea  Serpent  (C)    S12.95 

Warlocks  Revenge  (D) $23.95 

Visicalc(D)  $168.95 

3-0  Supergrap hies  (C/D)    ..,$28.95 


DISK     C   =   CASSETTE      R   =  ROM  (CARTRIDGEi 


VIC-64  -  CALL 

VIC-20  $178.95 

1530  RECORDER    ....     $58.95 

1525  PRINTER $296.00 

1540  DISK  DRIVE    ...  $298.00 
VIC16KRAM     $87.95 


PRINTERS 

NEC8023A-C    $469.00 

SMITH  CORONA  TPI    .  $589.00 
AXIOM  GP-100    $269.00 

MONITORS 

BMC12"GRN   $83.95 

BMC  13"  COLOR   ....  $269.95 


FREE  PRICE  LIST  THE  above  prices  are  for  prepaid  orders 

Add  52. OO  Shipping  per  software  order  anywlierfi  in 
US  Non-U  S  sDltwarB  orders,  add  $5  00  Hard- 
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tilleC  ^me  day  Personal  checks  require  4  weeks  to 
clear.  Muter  Cird  and  Vlii  OK  for  loftwtre  only, 
idd  3S  lurcluiga.  Include  card  no  ,  expiration 
date  and  signature   Prices  suhjed  to  change 


COSMIC 
COMPUTERS 

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ORDER  LINES  OPEN 
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ll^»-»»«  »  aWg-gB  ■  ■  ■■■»■■««■■■■■■  »■»■■* 


VORK 10 

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WORLD  STANDARD  TAPE 


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GUARANTEE 


PREMIUM  S-SCREW 

SHELl-  FITS  ALL 

STANDARD  nECORDERS 


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'^'^t:^:^:^" 


USERS 


SAV' 


,  outp"' 


to  the 


213/710-1430 


10  CASSETTES; 

MadisOl'  'you'VE  TRIED  THE  REST. 

NOW  BUY  THE  BEST" 


lor  IMMEDIATE  SHIPMENT 
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MAIL  TO:     211573  Kitlndge  St  .  #C0,  Canoga  Park,  CA  91307 
»»■■-■  ORDER  FORM  -■■«««  a  m 

Each  cassette 
iticludesiwo  VDRK 
10  labels  only 
Boies  are  sold 
separately  Ship- 
ments  are  6y 
UPS  inlesE 
Parcti  Post  re- 
quested  Boies 
caddies,  and  Olanh 
labels  are  tree  ot 
shipping  charges 
when  Ordered  m]h 
cassettes  Wnen 
oidered  wiinour 
cassettes  ishccpmg 
charges  Boxes- 
Si  00/301  . 
Caddies  SI  00 
eacn  MiliiMuM 
SHIPPING/ 
HANDLING  QN 
ANY  ORDEft- 
S2  00 


rTEH                       1  DOZEN                2  DOZEN 

TOTAL 

C-05                        a     7,50                  3  13  50 

C-10                        C    8»                 Li  K-*" 

C-20                        □  10.00                 □  IBOO 

Hard  Bo.                 □     2  SO                 L]     4  00 

Storage  CacWy  @  S2  95  sa    Ouanlity 
FREE    Oijanlity 

Blank  labals            D     <  007100          Q  30.0071000 

SUB  TOTAL 

Calii.  residents  aM  6%  sales  lax 

Stii|>ping/hanOJ,ng  1  doi   S2.  2  Cor  £3  50. 
3  doi   M  50   eacii  addilional  doi   i  50 

For  Parcel  Posi  instBad  of  UPS  ADD  Si 

IDutside  Conlinenlal  USA,  ADD  $2 

TOTAL 

Check  or  M.O.       Cherg*  to 

enclosed  C           Credit  Card:  Q  VISA    D  MASTEflCAnD 

3  PLEASE  SEND  QOAMTITY  DISCOUNTS 

Card  No. 


Exp. 


Name 


Address 


Citli 


Stale/Zip 


Signature 


Computer  make  &  model 


.Disk?{y/n)_ 


with  full  instructions,  for  $99.50. 

Maple  Leaf  Systems 

P.O.  Box  2190,  Station 'C 

Downsview,  Ontario  Canada  M2N  239 


Music  And  Sound 
For  The  Apple  ll/li  + 

Passport  Designs  has  added 
Turbo-Traks  to  the  expanding  li- 
brary of  software  available  for  the 
Soundchaser  Computer  Music 
System. 

The  Soundchaser  package, 
for  the  48K  Apple  11+  with  one 
disk  drive,  includes  a  polyphonic 
synthesizer,  multi-track  recorder, 
computer-aided  instruction  de- 
vice, and  realtime  music  trans- 
criber. It  may  be  purchased  as  a 
complete  analog/digital  system 
(suggested  retail  price,  S1450)  or  as 
individual  modules.  Manuals  are 
available  separately  for  58  each. 

Tufbo-Traks    includes    a    16- 


The  Soundchaser  Computer  Music  System. 

track  digital  recorder  that  simu- 
lates an  analog  tape  deck.  It  also 
has  a  variable  number  (up  to  16)  of 
oscillators  per  voice,  sync  to  tape 
or  drum  machine,  and  extended 
recording  time.  Turbo-Traks  is  a 
live  performance  synthesizer  and 
16- track  recording  studio  all  in  one 
package. 

Another    recent    release    of 
Passport  Designs  is  Kaleido-Sound, 


^  c    M^  tB  leQitimate  oner 

Ca»  P."'>-C'^'    ^Hi^SHiiHHa^B'M  stock  items. 

Technics  Sl3  ™  "^  ^e  deck ,' ^,.l      Prices  s""'^^  ^c  SELL- 

^c,  Ai«a  ^""^  ,nST  SOME  OF  TH^Tg^bishT    ^^^^  wag^avox 

Pioneer  __^_,      ^^        ■       im«*;^Z— — 


a  realtime  graphics  program  that 
synchronizes  to  any  audio  input. 
TTie  four  full-color  kaleidoscopes 
change  color,  pattern,  and  loca- 
tion on  a  CRT  monitor,  television, 
or  video  screen  as  the  music 
changes  frequency  and  loudness, 
Kaleido-Sound  (including  connect- 
ing cable)  has  a  suggested  retail 
price  of  $39.95. 

Passport  Designs 

116  North  CabriUo  Hun/. 

Half  Moon  Bay,  CA  94019 

(415)726-0280 


EPYX  Expands  Line 
OfViC-20Sof!wqre 

EPYX  has  released  two  new  ac- 
tion games.  Crush,  Cniinble  and 
Chomp!  and  Rescue  at  Rigel,  for  the 
VlC-20. 

Crush,  Crumble  and  Chomp! ,  a 
movie  monster  game,  lets  the 
player  assume  the  role  of  any  one 
of  six  hungry  man-eating  beasts 
in  more  than  100  possible 
scenarios.  To  satisfy  his  enor- 
mous appetite,  the  player  snacks 
on  his  opponents,  while  doing 
battle  with  National  Guard 
tanks,  infantry,  helicopters,  and 
even  a  team  of  mad  scientists. 
The  player  can  wreak  havoc  on 
any  one  of  four  major  cities  - 
New  York  City,  San  Francisco, 
Tokyo  and  Washington,  D.C. 

Rescue  at  Rigel,  a  space  ad- 
venture, takes  the  player  into  a 
maze-like,  six-floor,  60-room 
complex  inhabited  by  an  alien  in- 


V^eartland  Software 
^^  1983  Specials 


We  Stock 


Broderbund 

Synapse 

Avalon  Hill 

On-Line 

Datasoft 

Big-Five 

Sirius 


APX 
PDI 

JV  Software 

Strategic  Simulations 

Automated  Simulations 

Adventure  International 

New  Games  Arriving  Every  Day! 


[appkz 


Call  For  Information 

AATARI 


TRI-60 


Title 

list      Our  Price 

Title 

List      Our  Price 

Title 

list 

Our  Pfice 

Action  Quest 

29.95 

23.95 

Frogger 

34.95 

25-95 

Ricocliel 

1995 

15.95 

Adventure  12-Pack 

12995 

lOO.OQ 

Galaity  Invasion 

15.95 

12.95 

SAGA  1-12 

39.95 

29  95  ea 

Androtieda  Conquest 

23.00 

18.95 

Genetic  Dnlt 

29.95 

23.95 

Sammy  Ttie  Sea  Serpent 

16  95 

13.95 

App!e  Panic 

29.95 

23.95 

Graphics  Composer 

39.95 

29.95 

Scar'man 

19.95 

15.95 

B-l  Nuclear  Bomber 

16.00 

12.95 

Ghost  Encaunlei 

29.95 

23-95 

Serpentine 

34.95 

27.95 

Battle  oiShiloh 

39,95 

29.95 

Invasion  Orion 

24.95 

18.95 

Sea  foi 

29.95 

23.95 

Clam  Jumper 

34.95 

27.95 

K-Raiy  Stiooloul 

49.95 

37.95 

Stiamus 

34  95 

27,95 

Commbat 

24.95 

19.95 

Labyrintti 

2995 

23.95 

Stiooling  Arcade 

29.95 

23,95 

Coni/oy  Raider 

16.00 

12.95 

Legionnaire 

35,00 

27.95 

Slinie 

34.95 

27,95 

Cosmic  Balance 

39.95 

29.95 

Micropainter 

34.95 

27.95 

Soltporn  Adventure 

29.95 

23-95 

Crossfire 

29.95 

23.95 

Mission:  Asteroid 

24-95 

18.95 

Space  Eggs 

29.95 

23-95 

Curse  ol  Ra 

19.95 

15.95 

Moon  Base  10 

2995 

23.95 

Star  Blazer 

31.95 

24,95 

Cyclod 

29.95 

23.95 

Morloc's  Toiver 

19  95 

15,95 

Star  Wariior 

39  95 

29  95 

Datestonesof  Ryn 

19,95 

15,95 

Mousekattack 

34.95 

27,95 

Stellar  Escort 

!595 

12.95 

Deadly  Secrets 

34.95 

27.95 

Midway  Campaisn 

16.00 

12-95 

Stellar  Shuttle 

29  95 

23.95 

Deadline 

49.95 

37.95 

Nautilus 

34.95 

27,95 

Super  Nova 

15  95 

12.95 

Defense  Corrmand 

15.95 

12.95 

OK  Galaxy 

20.00 

14.95 

Tanktics 

2400 

18.95 

Dnieper  River  Line 

30.00 

24.95 

Pacific  Coast  Hwy 

29.95 

23.95 

Temple  Of  Apstiai 

39,95 

29.95 

Dodge  Racer 

34,95 

27  95 

Protector 

34.95 

27,95 

TeitWiiard 

99  95 

75.95 

Dog  Daze 

22,95 

19.95 

Preppie 

29.95 

23.95 

TigEis  111  The  Snow 

3995 

29,95 

Eastern  Front 

29,95 

23.95 

Reptilian 

34.95 

27.95 

Irack  Attack 

2995 

23,95 

Fort  Apocalypse 

34.95 

27.95 

Rescue  At  Rigel 

29.95 

23.95 

Visicalc 

250,00 

199,95 

1. 

[ndicate  type 

ot'computt 

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or  cassette. 

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P.O.  Box  255 

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Cleveland,  Ohio  44125 

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6»^    F 

Apple  IS  a  Rtgisrereo  TiademSfh  OT  Apple  Campuler.  Inc     Atari  is  a 

legistereO  Tracemark  ol  Ala 

Inc 

1^  k 

TRS-80  IS  a  Hegisteieo  Trademark  ol  ttic  Radio  snack  Division  ot  Ta 

ndy  Corporaliori 

^^^^^^ 

^^^^^ 

Mta 

Bi^^ 

HHH^HHHII^HIl 

■i^BH 

^H^H^B^HH 

^ 

HI^B^B 

iO 

iO 

o 

1 

[ 

tH 

\ 

^ 

^ 

sectoid  mcc,  the  Tollah.  As  Sud- 
den Smith,  the  player  has  60  min- 
utes to  find  ten  humans  held  cap- 
tive inside  the  labyrinth  and 
beam  them  up  to  a  rescue  ship. 

During  the  mission,  the 
player  is  up  against  hostile  Tol- 
lahs,  two  types  of  armed  robots, 
a  huge  amoebic  slug  called  a 
plasmoid,  and  a  dangerous  six- 
legged  cerbanth.  The  player 
must  find  his  way  through  the 
alien  complex  and  rescue  the 
prisoners  -  all  in  one  hour. 

Crush,  Crumble  and  Chomp! 
and  Rescue  at  Rigel  are  available 
on  cassette  for  the  VIC-20  (16K 
expander  ret]uired),  Atari  400/ 
800  {32K),  and  TRS-80  (Level  II, 
16K),  and  on  disk,  for  the  Atari 
400/800  (32K),  Apple  (48K  with 
Applesoft  in  ROM),  and  TRS-80 
(TRSDOS  32K).  The  suggested 
retail  price  is  S29.95. 

EPYX  /  Aiitonintai  SiinuIiHioii?,  Inc. 
1043  Kiel  Court 
Suumroale,  CA  94086 


Futuristic  Game 
For  The  Apple 

Interactive  Fantasies  has  released 
Empire  II:  hitersiellar  Sharks,  the 
second  system  in  its  Empire  Gam- 
ing Trilogy.  InlenlcUar  Sharks  is  set 
in  a  futuristic  civilization  at  the 
height  of  its  material  prosperity 
and  monopolistic  bureaucracy. 

The  game  system  provides  a 
bureaucratic  jungle;  the  player 
must  navigate  through  webs  of 
red  tape  and  sur\'ive  the  some- 
times clandestine  dealings  of  big 
monopolies  to  achieve,  not 
wealth,  but  the  rewards  of  wealth. 
The  player's  ultimate  goal  is  buy- 
ing and  outfitting  his  own  space- 
craft. 

A  manual  and  a  softcover 
novella  accompany  the  system.  In- 
terstellar Sliarks  is  available  in 
Applesoft,  48K,  DOS  3.3,  and  re- 
tails for  $32.95. 

Interactive  Fantasies 
P.O.  Box  22222 
Agoiira,  CA  91301 
(213)706-0661 

236    COMPWtl!    Jonuarv.1Q83 


CALENDAR 


March  10-12, 1983.  National  con- 
ference on  the  Use  of  Microcom- 
puters in  Special  Education, 
Hartford,  Connecticut.  Program 
chairperson:  Kathleen  M.  Hur- 
ley, Vice  President  of  Research 
and  Development,  Developmen- 
tal Learning  Materials,  Inc. 
(DLM),  Allen,  Texas.  The  confer- 
ence will  focus  on  the  use  of 
microcomputers  in  special  edu- 
cation programs,  and  on  adapta- 
tions and  creation  of  software 
programs  for  specific  exceptional 
needs.  For  further  information, 
preregistration  and  housing 
forms,  contact:  John  Grossi,  Con- 
ference Manager,  The  Council 
for  Exceptional  Children,  De- 
partment of  Field  Services,  1920 
Association  Drive,  Reston,  VA 
22091 . 

March  14-15,  1983.  Seventh  an- 
nual conference  of  the  Michigan 
Association  for  Computer  Users 
in  Learning,  Dearborn,  Michi- 
gan. Features  sessions  with  Ar- 
thur Luerhman,  Ramon  Zamora, 
and  David  Moursund.  It  is  ex- 
pected to  attract  over  2,000 
educators  from  the  midwest.  For 
information,  contact:  Betty  Van- 
denBosch  Shaw,  Coordinator  of 
Mathematics,  Flint  Community 
Schools,  923  East  Kearsley,  Flint, 
Ml  48502.  (313)  762-1007. 

March  17-19,  1983.  Third  annual 
Microcomputers  in  Education 
Conference  -  "Forward  to  the  3 
C's:  Communicating,  Calcu- 
lating and  Computing"  -  di- 
rected by  Paul  Field,  Chris  Titus, 
Jon  Titus,  and  David  Larsen. 
Arizona  State  University, 
Tcmpe.  A  variety  of  workshops, 
demonstrations,  and  presenta- 
tions is  designed  for  anyone  in- 
terested in  innovative  microcom- 
puter applications  in  education. 
For  information  and  registration 
materials,  contact:  Marilyn  Sue 
Ford,  B-47  Payne  Hall,  College  of 


Education,  Arizona  State  Univer- 
sity, Tempe,  AZ  85287.  (602)965- 
3322  or  (602)965-7363. 

March  21-24,  1983.  Workshop: 
Personal  Microcomputer  Inter- 
facing and  Scientific  Instrumen- 
tation Automation.  S595.  The 
workshop  is  hands-on,  with  the 
participant  designing  and  testing 
concepts  with  the  actual 
hardware.  For  more  information, 
call  or  write  Dr.  Linda  Leffel, 
C.E.C.,  Virginia  Tech,  Blacks- 
burg,  VA  24061.  (703)961-4848. 

April    28-30,   1983.    Ed   •   Com/ 

Spring  '83,  national  computer 
conference  and  exposition  for 
educators  of  all  levels. 
Washington,  DC.  Nationally  rec- 
ognized educators  to  address, 
evaluate,  and  analyze  the  de- 
velopments of  computers  in  edu- 
cation in  more  than  300  session 
hours  featuring  demonstrations, 
seminars,  hands-on  sessions, 
panels  and  MicroCourses.  There 
will  be  exhibits  of  hardware,  soft- 
ware and  publications.  For  infor- 
mation contact:  Carol  Houts, 
Judeo  Computer  Expos,  Inc., 
2629  North  Scottsdale  Road, 
Suite  201,  Scottsdale,  AZ  85257. 
(602)  990-1715  or  (800)  528-2355 
outside  Arizona. 


COMPUTE!  wclcontes  tiotices  of  itp- 
coiiiii!\^  evoits  and  requests  that  the 
sponsors  send  a  short  description,  their 
name  and  phone  number,  and  an  address 
to  which  interested  readers  may  write  for 
further  information. 

Please  send  notices  at  least  three 
months  before  the  date  of  the  event  to: 
Calendar,  P.O.  Box  5406,  Greensboro, 
NC  27403. 


Ncip  Product  releases  are  selected  from  sub- 
missions  for  reasons  of  timelitiess,  nvailnble 
space,  and  general  interest  to  our  renders.  We 
regret  that  we  are  unable  So  select  nil  neio 
product  submissions  for  publication.  Readers 
should  be  aware  thai  we  present  here  some 
edited  version  of  material  submitted  by  ven- 
dors and  are  unable  to  vouch  for  its  accuracy 
at  time  of  publication.  ^ 


Lpco  Computer  Marketing  &  Consultants 


TO  ORDER 

CALL  US 


TOLL  FREE     800-233-8760 

In  PA1-717-398-4079 


ATARI 

SPECIALS 


810  Disk  Drive  ...  $429.00 

32KRAM  $    79.00 

40032KRAM  ...$179.00 


800 48K...  $539.00 


PERCOM  :  In  Stock 

SingI*  Driw CALL 

Dual  Driv« CALL 

(RHd  all  Atari  OltJ(») 


PRINTERS 

Okldala82A   »4T9.00 

OkldataB3A  »719.0O 

Okldata84  11069.00 

CItOh   CALL 

Prowrltar  I $499.00 

Prowritar  II , CALL 

SMITH  CORONA  TP-1 .SB2S.00 

NEC  CALL 

llntarlacins  Avallabia) 

JOYSTICKS  :  In  Stock 

Atari  CX-40 SI 8.00 

LaStick S34.00 

WICD  Command  Control S24.0O 

WICO  RED  BALL    J27.9S 

STICK  STAND S  6.75 

Computer  Covers 

«»  se.a9 

«»   S6.99 

S'O  se.99 

DISKETTES  :  In  Stock 

Maiaii  MOi  .  .  .(10)  (34.00 

Maiall  MD2  .  .  .(101    $44.00 

Elaphanl  .  .  .(1 0(   $21 .00 


THIRD  PARTY  SOFTWARE 
ATARI  PROGRAM  EXCHANGE 

Easlarn  Front  1941   ...S2S.&0 

Aoalancha   ..•IS.W 

Outiaw/Howitiar (15.50 

DoflOata  (15.50 

Wizard  ol  War (31 .00 

Goft  (31.00 

Froggar  (26.00 

BUSINESS  SOFTWARE  :  In  Slock 

Atari  Word  Procaaiing  (i  09.00 

Lattar  Parfact (129.00 

Tait  Wizzard   $  B9.00 

Oalaaam/es   (lasioo 

lnt«rtitp   $125.00 

MonkayWranch  g  42,00 

Lttllity  Ditk   f    3e.!>0 

Ultimata  Ranurnb*r f   15.50 


ATARI  HARDWARE 

410Ca*aatta  Nacomar . .  (T5.00 

825  Printer   (585.00 

830  Ptwna  Modam (149.00 

850  Intartaca (184.00 

PACKAGES 

CX4ei  Efllartainar (89.00 

CX4a2  Educator   (135.00 

CX4S3  Progrsmmar   ..(49.00 

CX4e4  Communicator (325.00 

SOFTWAflE 

CXL4012  MISSILE  COMMAND (28.75 

CXL4013  ASTEROID (28.75 

CXL4020  CENTIPEDE $32.75 

CXL4022  PACMAN  $32.75 

CXL401 1  STAR  RAIDER $34.75 

CXL4004  BASKETBALL $26.75 

CXL400e  SUPER  BREAKOUT $28.75 

CXL400a  SPACE  INVADER $28, 7S 

CX8130  CAVERNS  OF  MARS $31.75 

CX41  Oa  HANGMAN $12,75 

CX4102  KINGDOM $12.75 

CX4112  STATES  A  CAPITALS (12.75 

CX4114  EUROPEAN  COUNTRIES. (12. 75 

CX41 06  GflAPHIT (1 6.75 

CX41  21  ENERGY  CZAR (1  2.75 

CX41  23  SCRAM (1 9.75 

CX4101  PflOGRAMHING  I $19.75 

CX4106  PROGRAMMING  II (22.75 

CX41t7  PROGRAMMING  III $22.75 

CXL401 5  TELELINK $21 .75 

CX4119  FRENCH  $39.75 

CX4118  GERMAN $39.75 

CX41  20  SPANISH (39.75 

CX41  20  SPANISH (39.75 

CXL4007  MUSIC  COMPOSER (33.75 

CXL4O02  ATARI  BASIC $45,75 

CXai26  MICROSOFT  BASIC $65.75 

CXL4003  ASSEMBLER  EDITOR $45.75 

CX8126  MACROASSEMBLER $69.75 

CXL40ie  PILOT  HOME $85.75 

CX405  PILOT  EDUCATOR $99.75 

CX415  HOME  FILING  MANAGER  $41.75 

CX414  BOOKEEPER $119.75 

NEW  RELEASES 

CHOP  LIFTER $27,75 

APPLE  PANIC $23.75 

PREPPIE $19,95 


ATARI 


A  nkmar  Ccnvnuncationi  Company 


THIRD  PARTY  SOFTWARE 

for  atari  800  or  400 

KBYTE 

KRAZY  SHOOTOUT $35.00 

K-DOS $65-00 

KSTAR  PATROL $37.75 

K-RAZr  ANTICS $37  75 

KRAZY  KRITTERS $37.75 

O-BALL  JOYSTICK  KIT $6,75 

AUTOMATIED  SIMULATIONS 

Star  Warrior (28.00 

Cruah.  Crumbla  1  Chomp  (23.00 

WE  CAHRV  MANY  OTHER  THIRD  PARTY  PRODUCTS 
YOU  CAN  CALL  FOR  PRICES  ON  AND  ASK  FOR 
rOUR   FREE   ATARI    PRODUCT    CATALOG. 


POLICY 

In-Stock  items  shipped  within  24  hours  of  order 
I  Personal  checks  require  four  weeks  clearance 
I  before  shipping  .  PA    residents  add  sales  tax. 
I  All  products  subiect  to  availability  and  price 
I  change.  Add  4  %    for    Mastercard  ar^d  Visa. 


V1C-20  $189.00 

VIC1  530  DATASSCTTE (67.00 

VIC1540  DISK  DRIVE    (499.00 

VIC1515  PRINTER    (355.00 

VIC1210  3K  RAM  (35.00 

VIC1110BK  RAM  (52.00 

VIC1211ASUPER  EXPANDER    $53.00 

VIC-20  SOFTWARE 

VIC1212  PROGRAMMER  AID    (45  00 

VIC1213  VICMON    (45.00 

VIC1  90e  SUPER  ALIEN    (23. 00 

VIC1914  ADVENTURE 

LAND  ADVENTURE  (35.00 

VIC1  91  5  PRIVATE  cove 

ADVENTURE  (3900 

ViC1916  MISSION  IMPOSSIBLE ..  (35.00 

VICl  91  7  THE  COUNT  ADVENTURE    ....  (3S.OO 

VIC1919  SARGON  II  CHESS   $35  .00 

THIRD  PARTY  SOFTWARE 

ALIEN  BLITZ    $21.00 

Omaga  Raca  $35,00 

Gorl  $32.00 

ieKRAM/ROM $99,00 

AMOK       $21.00 

SUPERHANGMAN    $16.00 

SPIDERS  OF  MARS $45.00 


TO  ORDER 
CALL  TOLL  FREE 

800-233-8760 

In  PA  1-71 7-398-4079 

or  send  order  to 

Lyco  Computer 

P.O.  Box  5088 

I  Jersey  Shore,  PA  1 7740 


jS^S^Mi'SiSM^ 


PRODUCT  MART 


PROGRAMMING  A  VIC" 20? 
Beginner  or  Expea 


PAL 


(D        Programmers  Aids 
and  Logs 

Can  Help  YOUl 


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•  EZ  KEY  Quick  Guide  lo  all  keys,  pokes,  re^er^es 
CHRS.  se!  1  -  set  2 

•  FULL  COLOR  color  combination  chan 

•  EZ  GRAPH  grapnics  programming  aid 

•  LOTS  of  lear-oot  SCREEN  LAYOUT  lorms  and 
^nous  prograrTiming  iotms  and  v^-odtsheets 

•  BASIC-  LY  EZ  condensed  basic  dicnonary 

•  SOFTWARE  ft  HINTS  Log  Sheets 

•  TAPE  CASSETTE  Log  Book  and  MOREl 

EVERYTHING  YOU  NEED  FOR 
EZ  Proorammingl 

Send  $9.96  +  SI  -50  shipomg  (CA  res  add  6%  lax) 

Check-  Money  Order,  Bankcard  -  no  C.O.D.'s  to: 

PM  PRODUCTS 

4455  TorTance  Blvd..  #177.  Torrance,  CA  90503 

^  dealer  inquiries  invited  iz 


VIC- ED 

We  are  dedicated  to  supporting  the  VIC-20  and  &1. 
Write  for  a  FREE  CATALOG  containing  all  our  products 

NEW  ITEMS.' 


UPA-20  Standard  Centronics  Cable $19.95 

Driver  Listing  Included! 

UCA-20  Universal  Cassette  Cable $19.95 

Use  any  cassette  machine! 
16K  RAM/ROM  Board  Jumpered  for  any  8K  block 

Socketed  Board  with  support  chips S18.95 

Populated  with  8K S49.95 

Populated  with  16K S79.9S 

2732  EPROMs  lor  RAM/ROM  Board @S7.50 

3  Slot  Memory  Port  Expander $14.95 

SOFTWARE 

WORDWIZ  for  the  Unexpended  VIC-20 . . .  $14.95 
A  nice  small  Word  Processor 

Mailing  List  requires  BK  minimum $14.95 

Sorts,  selects,  and  prints  labels 

==5FREE  DISASSEMBLER  PROGRAM 

when  you  send  (or  our  FREE  CATALOG,  Please  specify 
make  and  model  computer  with  your  request. 

WORLD  ELECTRONICS 

177  27th  Street 

Brooklyn,  N.Y.  11232 

A  Division  of  World  International  Trading  Corp. 


a 


^*  VIC-20  *\ 
GAMEMASTER 

4  games  on  1  cassette  for  SK  V(C-20 

BACKGAMMON 

A  great  game!  Our  best  seller. 
BLACKJACK  TUTOR 
Not  just  a  game!  Teaches  best  strategy. 
MAZE-MAN 
Munching  action.    Key  or  joystick. 
CHECKERS 
A  defensive  game. 

$29.95 


8K  BACKGAMMON 
4   Levels  with  Doubling. 

S19.95 

24hrOrder  line:  1(313)  4S6-85B1 

Send  check  or  moriey  order  plus  50C  to: 

Visa    -    RAR-TECH    -      mc 

Box  761,  Rochester,  IVIichigan  48063 

^\    "vic-Registered  Trademark  of  Commodore      f 


-=^^^^  PERSONAL  PERIPHERAL 
iprp I  PRODUCTS  presents: 

^^SPEAKEASY 


VIC-20 

SPEECH 


VIC-2D 
SPEECH 


CARTRIDGE  &  "VOCAL  CHORD" 
SOFTWARE  $54.95 

Watch  rnajO!  software  houses  lor  pro- 
ducts whicti  are  decoaed  lor  SPEAKEASY 

ALSO:  BARE  BONES  BOARDS 

I6K  Ram  Expander  For  VIC-20  Kil  $54  95 

Assembleij  &  Tested       $69.95 

3  Slot  Expansion  Board  for  VIC-20 
Switched  and  Fused  Kit  $29  95 

Assembled  &  Te.sted      S39  95 

ADD  S2  OC  TotJl  Ortlfi  Hflndling/lll  Hesitlenls  Ma  6'*  Srfles  t,i. 

.     PERSONAL  PERIPHERAL  PRODUCTS 

ngm  P  0    BOX  3423  pzi 

' 1       FOX  VALLEY  MALL        ^--^ 

AURORA.  IL  60505  •  (312)  961-3347 

VIC  IS  A  TRADEMARK  OF  COMMQDOflf: 


VIC-20 


I 


VIC.ZO  INTERFACING  BLUE 

Did  you  Isnow  that  your  V 
control  a  gae  toy  motor  so  effectively  that  it 
rjns  like  a  precision  maclitne?  Or  that  you  can 
build  an  accurate  digital  thermometer  using 
the  VIC  and  four  parts  costing  less  than  S5? 

These  and  ottier  18  interlacing  projects 
selected  lor  useluiness,  ease  of  construction 
and  low  cos!  are  detailed  in  the  ViC-20  Inter- 
facing Blue  Book,  a  veritable  gold  mine  of  prac- 
tical information  on  how  to  build  a  variety  of  in. 
terfaces  for  your  computer. 

Projects  include;  Connecting  VIC  to  your 
stereo;  Piclipioof  digital  locl<:  Capacitance 
meter;  Liquid  level  sensor;  Telephone  dialer; 
Voice  output;  8K/16K  RAM(ROM  expansion; 
128K  RAM  expansion;  8I31I  precision  D/A;  B.bil 
a;D    converter;    MX-30  interlace    and  more. 

Written  by  a  college  professor  in  a  friendly 
and  informative  style,  the  Biue  Book  gives  you 
theory    of    operation,    schematics,    program 
listings,   parts    list,   construction    hints   andr-j 
sources  of  materials  for  each  one  of  the  20  pro-  B 
jects.  1^ 

If  you  want  to  get  the  most  out  of  your  VIC 
this  boot;  is  a  must.  Cost  isll<.95(less  than 
75t  per  proiectl).     Price  includes   postage 


micrnsignal  oepic 


P.O.    BOX    J2 
MILLWOOD    NY 


postage.     • 


238     COMPtnEI     Januar/.1983 


vrc-20 

SNAKMAN  $19.95 

ijust  like  your  favorite  arcade  gamei 

TUNNEL  PATROL  $12.95 

lArcaOE  gamei 

HOME  INVENTORY $12.95 

TAPEWORM $12.95 

Keep  track  of  your  records  i  tapes  i 

TICKERTAPE  $16.95 

(Maintajn  profile  of  investments! 

HOME  BUDGET $12.95 

iProflle  personal  intomei 

EMBASSY 
COMPUTER  PRODUCTS 

P.O.  Box  88 
Little  Neck,  N.Y.  11363 

Check  or  money  order.  NoCOD's.  N.y.  Resi- 
dents add  a,25V.  sales  tax.  Add.  Si. so  far 
postage  and  handling. 

—  DEALER  INQUIRIES  INVITED  — 
—  PROGRAMMERS  WANTED  — 

v.-  'ra^smar*  cf  ZzrTrr::n:^r^ 


Fantastic  NEW  Programs 
for  your  COMMODORE64= 


I  MUSIC  MAGIC^  The  eaw  and  fun  wav  lo  iJ« 
1  voi"  6'^'^  marvelous  sound  system  You  Cdn 
delay  t^^e  lone,  susiain  or  release  ii  of  change  the 
piich.  Sound  generators  m  the  fofrn  of  tridngle, 
$awiooih.  square  wavei  and  while  noive  are  jli 
accessed  directly  fiom  vOur  keylioafd 

SPRITE  WRITER:  A  simpfe  rneani  d*  oeaiing 
I  spiiTP    grapriics.    Sprues    ate    rnoveatile,      high- 

resoluTior^  program  matjle  obi  eel  i  '"^^i  ^^^  ^^ 
I  made   iiilo   nesfly   any   shape.   Wilb   ihe  54.   up 

lo  8  Oifleieiii  sprites  can  se  created  as  move' 
I  ablf  fi^u'et  lor  simulianeous  display  o^n  3  sepa- 

rale  screen  levels 


I    A  1  S««vic«t  L^u 

n03  W  Ci«i'wiii^  H  111 
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Write  for  your 
free  catalog  of 


Software 
and 
Books 

for  your 

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and 

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TIS,  inc. 

Box  921  Dept.  C 

Los  Alamos,  NM  87544 


ATARI*  OWNERS 


Two  cdnvenleni  utiltiles  on  a  high  quality  | 
I  Memorex  diskette  for  only  $14.95. 
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t^  1^  jy.  i^  i}  i<.  jy.  tf.  i^  1}.  1^  i^  1}  i^  i}.  if 

^D:  CAT  Put  this  (lis  on  all  your  disks  ij 
^and  you'll  have  an  automatic  catalog  JZ 
■^^0)  all  files  on  your  disk,  plus  you'll  be  J 
'^able  to  run.  load,  or  enter  any  BASIC '^ 
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«  * 

JiiD:  RENUMBER  This  program  will  <: 
,jj  automatically  renumber  your  BASIC  .{j 
jj  programs  al  your  selected  Increment.^ 
>j  Automatically  changes  GOTO.GOSUB,  lj 
j^and  TRAP  references,  and  gives  warn-  j.^ 
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:i;!.i^i^i^i?.i^t?.i^t}-t}.i^ 


if-a-M 


Send  check  or  money  order  for  $14.95  to: 
Family  Computers 
P.O.  Box  1160 
I  Stinnett,  TX     79083  (808)876-2139 

*  Trademark  of  Atari .  I  nc . 


Verbatim® 
Diskettes 


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Top-quality  Verbatim*  Diskettes 
from  Tech*Oata.  your  complete 
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in  Florida,  call 

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Tech*  Data  Corporation 

'3251  Tech  Drive  North 
St  PetersDurg.  FL  33702 


ATARI®  810 

DISK  DRIVE  ADJUSTMENT  KIT 

t  takes  more  than  a  speed  adjustment  to 
properly  set  up  an  Atari "  81 0  Disk  Drive. 

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r—      STARTER  KIT  $29.00      — 

Test   Disk   -    Cleaner   -   Tools 

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The  Programmers  Workshop 

m       5230  Clark  Ave.,  Suite  23 
3       Lakewood.CA  90712 
''°^       Phone  (213)  804-1 475 

ATARf'  ts  a  registered  ratjemart;  oi  Warnef  Communscaiions 

SOFTWARE  FOR 


COMMODORE 

for  64  &  VIC: 


the  Staff:  Polyphonic  Music  Editor  & 
generator.  Enter  up  to  93  measures  of  3 
part  harmony  on  easy  to  use  graphic  dis- 
play. Specify  disk  or  cassette.  $19.95  for 
64,  $14.95  for  VIC  (requires  min.  3K  exp) 
for  CBM  Pet,  4000  &  8000  series: 
Superscript  Word  Processor  by 
Precision  Software  Ltd.  Beats  anything 
on  the  market.  $249.00 
Check  or  Visa,  MasterCard  accepted 

PROFESSIONAL  MICRO  SERVICE 

100W.  22ndSt.,  Baltimore,  Md.  21218 

301-366-0010 

Dealer  inquiries  invited. 


VIC  PET  VIC  PET  VIC  PET  VIC  PET  VIC  PET 


Are  you  tired  of  long  w«iits  to  Joacljnci  save  on 
Cassette?  Like  (O  have  the  stdindard  LOAD'SAVE 
plus  e»n  extremeiy  fa^tand  reliable  capability? 
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The  Rom  Rabbit 


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R.ibL3itonR0M 
C^nridge  tor  VIC 
C^ribc  used  with 
oiher  c^rlnidgei 
Since  it  txAifi  P'ssy 
IsitCk  CCir[i\tCiOt 
which  Wves  '  wttii 
^nO  iffAi     on  your 
VK  SCOnnectOf 

Ldsy  to 
instctll. 

I(  just 
plu5&  In. 

I    Much  fa$ief  ciissetre 

load^save 
2,  Menf>ory  test 
3-  12  commands  in  all 

VIC 
or  PET 

S39-95 


^n  8I<  program  Iri 
about  30  seconds. 
Try  i:  -  your  Pet 
or  VIC  normally 
takes  3  minute5.f 


Discounts  for 

educational 

institutions. 


VISA 
And 
M.C 


Spftcify3  0(?001  PET) 
oraOldMI  Of  803?} 
or  VIC 


INTELLIGENT  SOFTWARE 
FOR  COMMODORE  COMPUTERS 

At  last,  an  affordable  electronic  spread- 
sheet. Copycalc  turns  your  video  screen  Into 
a  window  on  a  matrix  of  numbers.  Cursor 
around  the  matrix,  enter  numbers;  the  totals 
reflect  the  changes.  You  can  save  the  matrix 
to  disk  or  tape,  or  print  It  on  your  printer.  For 
$20  ($15  with  another  program),  this  program 
can  justify  the  cost  of  your  Commodore.  Re- 
quires 6k;  version  available  for  standard  VIC. 

Word  Proc«ssor  Plus  was  not  designed  to 
demonstrate  what  computers  are  capable  of 
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or  fear  or  even  admiration  Into  Its  user;  W/P  -i- 
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Upgrades  for  old  W/P  copies  (below  V4.0)  $15. 

Prices  include  documentation  and  shipping; 
Calif,  residents  add  6%.  Please  specify  hard- 
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Advertisers  Index 


Reader  Service  Number/  Advertiser      Page 

102  A-1  Services  239 

103  AB  Computers   66,67,106 

104  AQfdvark-80  77 

105  Abacus  Software  83 

106  A-Bit-Better  Software 175 

107  Academy  Software  118 

108  Adventure  International  49.91 

109  The  Alien  Group  161,173 

110  ANALO.G.  Software  59 

111  Anffiro-Digltal  Soffware 107 

112  Apple  Computer  Inc 12,13 

113  AJople  Countrv  Limited  230 

114  Apropos  Technology 228 

115  Arfon  Microelectronics  157 

Arfworx 42 

116  Batteries  Included  41,105 

117B.L.&W 142 

118  Boegner  Industries  Corp 163 

119  Erfiderbund  Software 19 

120  CAI  Instruments  195 

121 CE  Software  176 

122  Cob-Tele  Inc 191 

123Cardco,lnc 79,111 

124  The  Code  Works  212 

125  Comrn'Oato  Computer  House,  Inc.  ..  115 

126  Commodore  Business  Mdchines  80 

127  Compusense  209,211 

128  CompuServe  11 

129  Computcbiiity    177 

130Computer  Discount  of  America  144 

131  Computer  Mail  Order  72,73 

132  Computerf^ot  199 

133  Computer  Outlet 128,129 

134  Computer  Place 229 

135  Computer  Software  Associates  200 

136  Computertime,  Inc 203 

137  Concern  Enterprises  132 

138  Cosmic  Computers  Unlimited 223 

139  Comstar  182 

140  Continental  Software  Co 7 

141  Creotive  Software  47 

142Data-20 17 

143  Data  Equipment  Suppty  Corp -  113 

144  Data  Fcire  216 

145  Datamost  Inc 46,57 

146  Digital  interface  Systems  Co 54 

147  Don't  Ask  Computer  Software  27 

148  Duke's  Digital  Den  238 

149  Dynabyte  Software  139 

150  Dynocomp,  Inc 120,121 

151  Eostern  House  Software  231.239 

1S2ECRL  224 

153  Educational  Software  45 

154  Elcomp  Publishing  Inc 133 

155  Embassy  Computer  Products  239 

156  The  English  Software  Company  20 

157  EPYX/ Automated  Simulations,  Inc 61 

158  Eric  Martins 227 

159EXATr?ON    167 

160  Fa!  k-Baker  Associates  100 

161  Family  Computers 239 

162F.C.C.inc 196 

163  Foxfire  Systems,  Inc 217 

164  French  Silk 193 

165FROBCO  24 


Reader  Service  Number/ Advertiser      Page 

166  GP  Microsystems  227 

167  Gator  Marketing  Enterprizes  Inc 203 

168  Heartland  Software  Distributors  235 

169  Human  Engineered  Software  53 

170  In  Home  Software  63,65 

171  Intec  Peripherals  Corp 216 

172  Intelligent  Software  239 

173  Interesting  Software 215 

174JMC  127 

175  J.V.  Software   25 

176  Krell  Software  Corp 109 

177  Leading  Edge  Products,  Inc IFCIBC 

178  Lightning  Software  151 

179  Lyco  Computer  237 

180  MTG  Technical  Sales  231 

181  Macrotronics  176 

182  Merlin  Enterprises 226 

183Microbits   179 

Micro-Ed  Inc 137 

184  Micro  Mogic  Software  225 

185  Microsignal 238 

186  Microspec  Ltd 83 

187  Micro-Systems  31 

188  Microsystems  Exchange  135 

189  Micro  World  Electronix  Inc 20 

190  Midwest  Micro  Associates 199 

191  MMG  Micro  Software  197 

192  Moosewore  Incorporated  212 

193  Morris  Software  214 

194  Mosaic  Electronics  4 

195  National  VIC-20  Users  Group   115 

196  NEXA  Corporation   175 

197  Nibbles  &  Bits.  Inc 54 

198Nufekop 55 

199  OEM  Inc 218 

200  Olympic  Sales  Co 229 

201  On  Li  ne  Computer  Centers  of  OKC  ....  89 

202  Optimized  Systems  Software  Inc 75 

203  Optoma  m  Consumer  Products  227 

204  Oxford  Computer  Systems  Ltd 85 

205  P.R.  Software  214 

206P.R.IC.E 234 

207  Pacific  Coast  Software  163 

208  Pacific  Exchanges  123,175 

209  Percom  Data    15 

210  Peripherals  Unlimited   170 

211  Personal  Peripheral  Products  238 

212  Pixell  Softwdre  195 

213  PM  Products  238 

214  Precision  Software  86,87 

215  Precision  Technology  214 

216  Prickly  Pear  Software  152 

217  Professional  Micro  Service  239 

218  Professional  Software  Inc 1,9 

219  Program  Design,  Inc 23 

220  The  Program  Store 148,149 

221  The  Programmer's  institute  ....  117,197.203 

222  The  Programmer's  Workshop  ...  103,239 

223  Protecto  Enterprizes  201,215 

224  QuQlit/ Software   51 

225  Quantum  Data  (nc 28,29 

226  Questar  International,  Inc 107 

227  Quick  Brown  Fox  155 

228  Rapidwriter  , , . . ,  139 

229Ror-Tech  238 


Reader  Service  Number/ Advertiser      Page 

230Robec,  Inc 123 

231 SJB  Distributors,  Inc 159 

232  Screensonics  Inc 232 

233  Skeena  Computer  Services  Ltd 144 

234  Skyles  Electric  Works  143,'t69,219 

235  Small  Systems  Engineering  35 

236  D.  Smith  &Co - 214 

237  The  Software  Connection   81 

238  Software  Publishers.  Inc 103 

239  Software  To  Go  132 

240  South  Eastern  Computer  Outlet  158 

241  Specific  Software   229 

242Spinnaker  2.3 

Sport 'N' Sound  141 

243  Star  Micronics  Inc 95 

244  subLogic  Communications  24 

245  Sunshine  Peripherals  219 

246  Swifty  Software  Inc 147 

247  Syntax  Software  Inc 201 

248  Tech  Data  Corp 83,239 

249  Tele  Soft,  Inc 224 

250  Tiny  Tek,  Inc 227 

251TIS,lnc 239 

252  Toronto  Pet  Users  Group  132 

253  TorreyEngberg  Smith  Co 224 

254  TotI  Software  211 

255  Tronix  Publishing,  Inc 37,39 

256  U.  S.  Technologies  218 

257  United  Microware  Industries.  Inc 93 

University  Microfilms  International    ....  168 

2S8Victory  Software  Corp 46 

259  World  Electronics  238 

260  Wunderware  195 

261York10Computerware  233 


COMPUTE!  Bock  Issues  181 

COMPUTE!  Books   221 

COMPUTE!  Magazine  33 

COMPUTE!  Subscriber  Service  211 

Programming  The  PET/CBM   165 


24D    COMPUTE'    January.  1W3 


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Circle  101  for  a  one  year  new  subscription  to 
COMPUTE!:  12  monttiiy  issues  for  $20. 

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Circle  101  for  a  one  year  new  subscription  to 
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THE  LEADING  EDGE  IN  PRINTERS 

■  ONE  GREAT  LINE.  ONE  GREAT  WARRANTY 

Finally,  there's  one  full  family  of  printers  that  covers  every  business  or  word  processing  application- 
all  from  C.  Itoh,  a  company  known  for  packing  more  product  into  less  price;  and  all  distributed 
exclusively  by  Leading  Edge,  a  company  known  for  searching  out  and  providing  that  very  thing. 
Which  means  that  one  call  to  one  source  can  get  you  any  printer,  any  time  you  need  it,  for  any  purpose. 
'^^Sa^SI  Ail  backed  by  a  full  years'  warranty  from  Leading  Edge.  ITry  that  on  any  other  line  of  printers.) 


.....c^..  THE  PRO'S. 

The  Prowriters:  business  printers-and  more.  The  "more"  is  a  dot-matrix  process  with  more  dots.  It  gives  you  denser, 
correspondence  cjuality  copy  (as  opposed  to  business  quality  copy,  which  looks  like  a  bad  job  of  spray-painting). 
Prowriter :  120  cps.  80  columns  dot  matrix  compressable  to  136. 10"  carriage.  Parallel  or  serial  interface. 
Prowriter  2:  Same  as  Prowriter,  except  15"  carriage  allows  full  136  columns  in  normal  print  mode. 
— -i.  Parallel  or  serial  interface. 


PR0WRITK2 


PROWRITER 


THE  STAR. 

*     The  Starwriter  F-10  In  short  (or  more  precisely,  in  a  sleek  6"  high,  30-pound  unit),  it  gives  you  more 
of  just  about  everything-except  bulk  and  noise-than  any  other  printer  in  its  price  range.  It's  a  40  cps  letter-quality 
daisy-wheel  with  a  bunch  of  built-in  functions  to  simplify  and  speed  up  word  processmg. 
~  It  plu^  into  almost  any  micro  on  the  market,  serial  or  parallel. 


SFM^V\MrER  F-IO 


THEMASTEK 

The  Printmaster  F-10.  Does  all  the  same  good  stuff  as  the  Starwriter  except,  at  55  cps,  the  Master  does  it  faster. 


'  ,'<!-  ■  ri-ff ■■''^-■"^r-'S'^- 


PraNTMASTERF-KD 


Distributed  Exclusively  by  Leading  Edge  Products.  Inc..  225  Turnpike  Street.  Canton,  Massachusetts  02021. 
Call:  toll-free  1-800-343-6833:  or  in  Massachusetts  call  collect  (6171 828-8150  Telex  951-624. 


WHEN  WE  ANNOUNCED 
THE  COMMODORE  64  FOR  S595,  OUR  COMPETITORS 

SAID  WE  COULDN'T  DO  IT. 

THAT'S  BECAUSE  THEYCOULDN'T  DO  IT. 


The  reason  is  that,  unlike  our  competitors, 
we  mal<e  our  own  IC  chips.  Plus  all  the  parts  of  the 
computer  they  go  into. 

So  Commodore  can  get  more  advanced 
computers  to  marl<et  sooner  than  anybody  else. 
And  we  can  get  them  there  for  a  lot  less  money. 
WHAT  PRICE  POWER? 
For  your  $595,*  the  Commodore  64™  gives 
you  a  built-in  user  memory  df  64K.  This  is  hundreds 
of  dollars  less  than  computers  of  comparable  power. 

Lest  you  think  that  the  Commodore  64  is 
some  stripped-down  loss  leader,  a  look  at  its 
available  peripherals  and  interfaces  will  quickly 
convince  you  otherwise. 

SOFTWARE  THAT  WORKS  HARD. 

The  supply  of  software  for  the  Commodore 
64  will  be  extensive.  And  with  the  optional  plug-in 
Z80  microprocessor,  the  Commodore  64  can 
accommodate  the  enormous  amount  of  software 
available  in  CP/M."^ 

Add  in  the  number  of  programs  available  in 
BASIC  and  you'll  find  that  there  are  virtually  no 
applications,  from  word  processing  to  spread- 
sheets, that  the  Commodore  64  can't  handle  with 
the  greatest  of  ease. 

PERIPHERALS  WITH  VISION. 

The  Commodore  64  interfaces  with  all  the 
peripherals  you  could  want  for  total  personal 
computing:  disk  drives,  printers  and  a  telephone 
modem  that's  about  $100,  including  a  free  hour's 
access  to  some  of  the  more  popular  computer 
information  services.  Including  Commodore's  own 
Information  Network  for  users. 

RUN  YOUR  BUSINESS  BY  DAY. 
SAVE  THE  EARTH  BY  NIGHT 

At  the  end  of  a  business  day,  the 
Commodore  64  can  go  into  your  briefcase  and  ride 
home  with  you  for  an  evening's  fun  and  games. 

Because  of  its  superior  video  quality  (320x200 
pixel  resolution,  16  available  colors  and  3D  Sprite 
graphics),  the  Commodore  64  surpasses  the  best  of 
the  video  game  machines  on  the  market.  Yet, 
because  it's  such  a  powerful  computer,  it  allows  you 
to  invent  game  programs  that  a  game  machine  will 
never  be  able  to  play;  as  well  as  enjoy  Commodore's 
own  video  game  cartridges. 

ATTACK,  DECAY,  SUSTAIN,  RELEASE. 

If  you're  a  musicologist,  you  already  know 
what  an  ADSR  (attack,  decay,  sustain,  release) 
envelope  is.  If  you're  not,  you  can  learn  this  and 
much  more  about  music  with  the  Commodore  64's 
music  synthesizing  features. 

It's  a  full-scale  compositiona!  tool.  Besides  a 
programmable  ADSR  envelope  generator,  it  has  3 
voices  (each  with  a  9-octave  range)  and  4  wave- 
forms for  truly  sophisticated  composition  and  play- 
back—through your  home  audio  system,  if  you 

'Manufacturer's  Suggested  Retail  Price:  July  1.  1982.  Disk  drives  and  printers  are  not  included  in  prices.  The  B4's  price  may  change  w:tho  ut  notice. 
CP/M'  is  a  registered'trademark  of  Digital  Research,  Inc. 


wish.  It  has  sound  quality  you'll  find  only  on 
separate,  music-only  synthesizers.  And  graphics 
and  storage  ability  you  won't  find  on  any  separate 
synthesizer. 

DON'T  WAIT 

The  predictable  effect  of  advanced  technol- 
ogy is  that  [t  produces  less  expensive,  more  capable 
products  the  longer  you  wait. 

If  you've  been  waiting  for  this  to  happen  to 
personal  computers,  your  wait  is  over. 

See  the  Commodore  64  soon  at  your  local 
Commodore  Computer  dealer  and  compare  it  with 
the  best  the  competition  has  to  offer. 

You  can  bet  that's  what  the  competition  will 
be  doing. 


Commodore  Business  Machines 

Personal  Systems  Division 

P.O.  Box  500,  Conshohocken,  Pennsylvania  19428 

Please  send  me  more  information  on  the  Commodore  64!" 


Name_ 


.Tltle_ 


Company. 

Address 

City 

Zip 


-State- 


.Phone. 


L. 


f E  commodore 

COMPUTER 


CPT- 


J